Most Broken Unit Since Miyabi: Complete Dialyn Guide 2025 (Best Weapons, Teams & Disks)​​

Most Broken Unit Since Miyabi: Complete Dialyn Guide (Best Weapons, Teams & Disks) — This in‑depth breakdown explains how Dialyn’s Physical stun kit, Positive Review mechanic, and chain‑to‑ultimate conversions turn her into a universal stun support who fits into almost every Attack and Rupture team while delivering enormous teamwide damage buffs. From zero to hero, it walks through her core passives, EX rotations, optimal Crit Rate and Energy Regen breakpoints, best W‑Engines like her signature “Yesterday Calls,” ideal King of the Summit + Woodpecker Electro Disk setups, and top meta team comps so you can fully exploit her “most broken since Miyabi” potential in Zenless Zone Zero.​​

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Role and core mechanics

Dialyn is a Physical stun agent with no meaningful off‑field presence, designed as an on‑field quick‑swap stunner whose value comes from EX spam and enabling your main DPS, not from her own damage.​​

Her ascension stat is Crit Rate, and her core passive adds 2 Impact for every 1% initial Crit Rate above 50% (up to 100%), giving her up to +100 free Combat Impact if you push Crit Rate near 100%.​​

She uses two special resources: Positive Review (a bar up to 120) and Customer Complaint (a 0–1 token); Positive Review slowly builds at 0.6 points/s in combat and +7.5 per EX, she starts at 60 on entry, and hitting 90 or using her own Ultimate adds one Customer Complaint.​

Customer Complaint is capped at 1, so you want to spend it frequently rather than hoard it.

EX specials, “Get Lost,” and chain upgrades

Dialyn has three main EX specials—Rock, Scissors, and Paper—each costing 25 Energy, and they must be cast in order: Rock → Scissors → Paper within 8 seconds or the sequence breaks.​

When Paper hits, it applies the Malicious Complaint debuff, extending stun duration by 2.5s and increasing stun damage multiplier by 30% until the target recovers from stun, but this extension does not stack with similar effects like Yuan’s M2 or Lighter’s.​​

Her fourth EX, “Get Lost”, is available only when she has a Customer Complaint; holding Basic casts it, consumes the token, and immediately quick‑assists back to the previous character.​​

The most broken part of her kit is the chain‑to‑ultimate conversion: at ≥90 Positive Review, triggering a chain prompt (via chain attack, held basic EX, or quick assist) consumes 60 PR to upgrade the next character’s chain attack into their Ultimate.​

If no chain prompt would happen, she can instead consume 90 PR to force a chain prompt and still upgrade the next ally’s chain into an Ultimate, even outside normal stun setups.​

Her Additional Ability requires the team to include an Attack or Rupture agent; every EX and Ultimate gains +50% Crit DMG, and each use grants the whole squad a 40% Damage Bonus for 15s, refreshable up to 35s total, while EX damage also scales additively with the preceding Attack/Rupture agent’s ATK/Sheer Force, so she must be slotted directly after your main carry.​​

How to play her: rotations and combos

In practice, Dialyn is a simple quick‑swap stunner: almost all of her value is in EX spam plus chain upgrades, not in fancy combos.​

Her basic attacks, dodge counters, and assist follow‑ups are numerically weak (low damage, low Daze, mediocre energy), so they are mostly there to bridge into her 4th basic hit or fill tiny gaps, not to be spammed.​​

After Rock or Scissors, she can perform “alternative basics” (EB12 and EB34) by pressing Basic twice, giving roughly 10% more Daze than simply EX‑spamming, but this is only worth it if you are min‑maxing or slightly short on energy for the next EX.​

The recommended core pattern per stun cycle is: bring Dialyn on field when the boss is around 50–60% Daze, cast Rock → Scissors → Paper once (three EX in a row) to apply buffs/debuffs and generate Positive Review, then immediately swap her out.​

During the stun window, you then use Dialyn’s held‑basic EX or chain to trigger a chain prompt, select your carry, and spend Positive Review to turn that chain into an Ultimate—often enabling multiple ultimates in a single stun when her resources are managed well.​

Impact vs Daze vs Energy Regen (and main stats)

Because her ascension gives Crit Rate and her core adds a large flat chunk of Combat Impact, pure Impact% and Combat Impact scale worse on her than on most other stunners.​​

She effectively gets “free” Impact from her passive, so any extra Impact you roll is hitting diminishing returns, whereas Daze% directly boosts how fast she stuns for the whole team.​​

More importantly, if you stack Impact (for example, by putting Impact% in slot 6), she stuns too quickly with only three EX casts, which means she hasn’t had time to passively build Positive Review or enough energy to guarantee 90+ PR every stun window.​​

Without that 90 PR threshold, she can’t reliably convert a chain into an Ultimate each stun, and that’s where a huge portion of her power budget lives.​​

Running Energy Regeneration% in slot 6 slows her raw Daze speed slightly but doubles how many EX specials she can cast per stun cycle in most teams, greatly increasing Positive Review generation while still keeping stun timings healthy.​​

So for main stats, you generally want:

  • Slot 4: Crit Rate% (to push near 100% and fully trigger her passive + King of the Summit).​​
  • Slot 5: ATK% (or Pen Ratio / Physical DMG if the piece is cracked), with better Crit subs taking priority.​​
  • Slot 6: Energy Regen% over Impact in almost all current matchups.​​

For substats, prioritize Crit Rate until you are very close to 100%, then ATK%, Crit DMG, and finally flat ATK/Pen.​​

Best W‑Engines (weapons)

Her signature W‑Engine is unquestionably best‑in‑slot: it gives Crit Rate as a main stat, off‑field Energy Regeneration, substantial Daze%, and a powerful +30% team Crit DMG buff, while also making it trivial to cap her Combat Impact passive.​​

This combination of ER + Crit Rate + Daze + team Crit DMG is unique, which is why there is no true alternative that fully matches it for high‑end content.​​

Among alternatives, Blazing Laurel and Precious Fossilized Core offer strong Daze but lack the Crit Rate and ER that her passive and rotation desperately want, leaving them slightly behind overall.​

Hellfire Gears is a recommended pick if you own it: the extra off‑field Energy Regeneration feels incredibly good on Dialyn and often outperforms “pure Daze” options in real rotations even if the sheet Daze value is lower.​​

For F2P or budget builds, any stun‑oriented W‑Engine with some mixture of Daze and ER can work; just remember that ER and Crit Rate are worth more to her kit than raw Impact.​​

Best Disk Drives (sets and combos)

Her premier Disk Drive setup is 4‑piece King of the Summit, which gives +6% Daze and, when used by a stun character, increases all squad members’ Crit DMG by 15%, plus another 15% if the user’s Crit Rate is ≥50%, for 15s after EX or chain attacks.​​

Since Dialyn naturally pushes Crit Rate near 100%, she easily maintains the full King of the Summit bonus, essentially acting as a long‑duration Crit DMG battery for the party every time she runs through Rock → Scissors → Paper.​​

As a 2‑piece pair, Woodpecker Electro is ideal for most players thanks to its +8% Crit Rate, which helps her hit the 100% Crit Rate dream while freeing substat budget for ATK and Crit DMG.​​

If you already have enough Crit Rate from subsets, other 2‑piece options like Shockstar Disco, Astral Voice, Branch & Blade Song, Phantom Metal, Hormone Punk, Buffer Electro, Swing Jazz, or Moonlight Lullaby all work fine; at that point, just equip whatever has the best Crit rolls.​

The key is: 4pc King of the Summit is non‑negotiable on her in optimized builds, while the flex 2‑piece is chosen mainly on stat quality.​​

Skill priority and investment

Dialyn’s functional value lives in her core passive and EX specials, so Core (Talent) → EX Special → Chain/Assist/Basic → Dodge is the recommended skill‑leveling priority.​​

Her dodge can safely stay at level 1 since you rarely rely on it for Daze, and her basic attacks are only used situationally to bridge into Basic 4 or to squeeze a little extra energy.​​

Overall, her skill investment is relatively cheap compared to DPS units: once EX and core are upgraded, everything else is “nice to have” rather than mandatory.​

Mindscapes (constellations) priority

Mindscape 1 is the standout breakpoint: it grants a flat 15% “all attribute RES shred” to the entire team and +16% Positive Review gain, enabling up to two upgraded ultimates per stun window in some rotations and even making Impact in slot 6 viable for certain comps.​​

Mindscape 2 adds +20% stun damage multiplier and +15% team Damage Bonus, which is strong but less transformational than M1 because it doesn’t change how her Positive Review engine functions.​​

M3 and M5 are minor stat bumps, M4’s starting energy is a pure quality‑of‑life boost for slightly shorter setup, and M6 lets upgraded‑ultimate allies trigger extra Physical hits based on 480% of Dialyn’s ATK up to 12 times, but those procs are usually small because her build is heavily skewed towards Crit Rate and utility rather than raw ATK.​​

In practice, a smart stopping point is often Signature W‑Engine > Mindscape 1 > everything else optional, unless you are deliberately whaling for showcase numbers.​​

Teams and synergy (zero‑to‑hero usage)

Dialyn slots into virtually every Attack or Rupture‑centric team whose damage profile is heavily ult‑weighted during stun, making her a near‑universal stun support.​

She works especially well with units like Yijhari, Yatari, Manato, and classic Lucia‑Yuan rupture shells, where each upgraded Ultimate during stun contributes a large chunk of the team’s score.​

Physical or stun‑leaning carries such as Yugo, Alen, Soldier 11, Corin, Neko, and Billy also benefit massively from her ability to add extra ultimates and long‑duration team buffs, even if she is numerically a sidegrade to Lighter in some of these teams.​

Her one real requirement is team order: always place your main Attack/Rupture DPS immediately before Dialyn so that her EX scaling and quick assists reference their ATK/Sheer Force rather than a support’s stats.​​

She is less ideal for comps that already double‑stun extremely fast (for example some Yugo double‑stun lineups), or where ultimates are a small fraction of total damage, because then her chain‑to‑ult gimmick is partially wasted.​​

Pros, cons, and practical verdict

On the plus side, Dialyn is very easy to pilot (press EX three times per stun, push chain → select DPS), offers huge teamwide Crit DMG and Damage buffs, and fits into an enormous number of attack and rupture teams as either best‑in‑slot or a top‑tier alternative to existing stun supports.​​

Her downsides are that she strongly prefers her signature W‑Engine, wants very specific stat spreads (near‑100% Crit Rate, ER in slot 6), and can run into “stunning too fast” issues if you over‑stack Impact or run her in hyper‑stun comps without adjusting your rotations.​

Built correctly—with King of the Summit, high Crit Rate, ER focus, and a team whose ultimates hit like trucks—she delivers some of the highest practical value of any stun unit in the game, fully living up to the “most broken unit since Miyabi” label.​​

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