Zane The Operative levels and abilities in Borderlands 3 Borderlands 3 guide, walkthrough
Last update: 24 September 2019
Zane is one of the characters you play as in Borderlands 3. This section of the guide contains basic information about this character. You will learn what abilities Zane has. In addition, we have prepared a recommended build for Zane in which we put together the best combination of active and passive skills.
- Zane: general information
- Zane-recommended build
- Zane-the Hitman tree skills
- Zane - Doubled Agent skill tree
- Zane - the Under Cover skills tree
Zane: general information
- Zane specializes in the use of all sorts of technologies to gain advantage on the battlefield.
- Specialization of this hero-Operative. Zane's three starting Action Skill skills differ significantly from each other - you can summon a drone capable of attacking opponents, create a copy of Zane to distract enemies, or put a mobile energy barrier protecting against attacks.
- Each of the Action Skill has an additional feature-the drone can indicate targets, the clone can swap places with Zane, and the barrier can be liften and carried around. In addition, any active Action Skill can be equipped with two different improvements that improve its effectiveness or add new features.
- The important news is that Zane can have two Action Skills equipped at the same time. Each of them is then activated separately. You can turn them on at the same time or one at a time. Second selected Action Skill blocks the ability to throw grenades, although some of Zane's passive abilities allow to use grenade to some extent.
Zane-recommended build
Recommended build involves the use of active skills SNTNL (Hitman tree) and the Barrier (Under Cover tree). No matter what style of play you should always aim to fill both available slots with Action Skills. Thus, you will lose the ability to throw grenades, but the ability to rely on two useful active abilities will fully compensate you for this inconvenience. It is also worth remembering that some passive skills differently use the Grenade Mod module, so it is worth to keep improving it, along with other items of equipment.
Summoning the SNTNL drone is a more aggressive part of our build. It involves unlocking a large number of passive skills within the Hitman tree, and in particular those that have Kill Skill in the description. Once you get the last passive skill called Seein' Red you will be able at the same moment of the game to activate all abilities Kill Skills.
Putting energy Barrier is, in turn, a more defensive part of the build we recommend. Not all of the passive skills purchased as part of this process are directly related to barriers but that doesn't mean they're any less useful. You can also make some changes within this tree if you want to play alone and are not interested in providing bonuses to the statistics of other players from the team.
The following table contains a long list of passive abilities from both trees. Remember that you don't need to develop them all to the maximum level(usually the third or fifth). For some skills, the stats bonus can also be very useful if you've only unlocked 1-2 levels.
ABILITY / SKILL NAME [TREE] | SKILL TYPE | COMMENT |
SNTNL [Hitman] | Action Skill | Do not forget that the drone can indicate the target to attack. This is very useful, for example, if you do, as quickly as possible, defeat a strong opponent who is a big threat to your hero. |
Static Field [Hitman] | Action Skill Augment | This is purely a defensive reinforcement. Thanks to it, you can restore Zane's shields faster. |
Almighty Ordnance [Hitman] | Action Skill Augment | Drone rocket fire is best for major battles. Remember that you must select a location in order for this action to be performed. |
Violent Speed [Hitman] | Passive Ability | To Kill Skill. Do not necessarily buy all levels. You can stay with max. 2-3. |
Violent Momentum [Hitman] | Passive Ability | The damage bonus is always appreciated, always to be in motion. You do not get a bonus if you shoot while standing still. |
Cool Hand [Hitman] | Passive Ability | To Kill Skill. Bonus to recharge will come in handy especially for guns or heavy weapons. |
Salvation [Hitman] | Passive Ability | To Kill Skill. We recommend that you acquire at least 3 levels of this skill to take more life points. |
Death Follows Close [Hitman] | Passive Ability | Do not miss this point, as it enhances all the Kill Skills. |
Violent Violence [Hitman] | Passive Ability | To Kill Skill. Improved rate of fire useful for almost any gun. |
Playing Dirty [Hitman] | Passive Ability | To Kill Skill. A lot you can gain most in the case of heavy weapons. |
Good Misfortune [Hitman] | Passive Ability | To Kill Skill. Purchase all 3 levels to have the best chance to extend the effect of the Action Skill. |
Seein' Red [Hitman] | Passive Ability | Try to unlock all previous Kill Skills, even if some of them are purchased only the first level. |
Barrier [Under The Hood] | Action Skill | Barriers is better to stay at one place, if there is no need to move them. Try to always find a good place to put it, such as an open space or a hill from which you can see most of the opponents. |
Nanites of Some Shite or Retaliation [Under Cover] | Action Skill Augment | Choose an improvement you care more about - you can improve health recovery and shields, or bet on more weapon damage. |
All Rounder [Under Cover] | Action Skill Augment | A dome instead of a barrier is useful even if you play the game alone. Take advantage of it primarily in positions where fighting is in closed areas and you can't comfortably attack enemies from a great distance (and "control" how they approach Zane). |
Adrenaline [Under Cover] | Passive Ability | The important information is that the bonus to the recovery rate of the self Action Skill does not regard the Barrier ability only. You can also speed up the renewal of Action Skill from the second slot. |
Hearty Stock and/or Ready for Action [Under Cover] | Passive Ability | A lot depends on what shields you use and what bonus you find the most useful - more shield points or a quick cooldown. Of course, you can always bet on both abilities and at least only partially develop them at first. |
Confident Competence [Under Cover] | Passive Ability | This ability is "unofficially" connected with Barrier Action Skill, because you can often have the shields in good condition and get the associated stat bonuses. |
Really Expensive Jacket [Under Cover] | Passive Ability | The big advantage is that it is enough to spend 1 point to get a full bonus to reduce negative statuses. |
Best Served Cold and/or Futility Belt [Under Cover] | Passive Ability | Kill Skills can fall under Seein' Red's ability from the Hitman tree. Choose one skill or both. |
Zane-the Hitman tree skills
Action Skill
Zane has only one active Action Skill within each tree. At any given time you can have, however, customized Action Skills, from two different trees.
Skill Name | Action Skill Effects and Comment |
SNTNL | Sends an automated SNTNL drone into the battlefield, which constantly flies forward and attacks enemies with machine guns. By pressing the Action Skill button, you can order the drone where to fire. This is useful, for example, if you want to attack the strongest opponent from the battlefield. |
Action Skill Augments
Improvements occupy the columns on the sides of the development trees-left and right. They must first be unlocked after receiving a certain amount of development points. At the moment, you can only be placed in active slots with 2 upgrades out of the 5 available.
Most drone upgrades have an offensive characteristic, especially these from the left column. Choice of improvements should largely depend on what kind damage you want to inflict upon your adversaries (for example, ). freeze them or irradiate them). Set, in turn, the improvement of Static Field, if you depend on increasing the capabilities of defensive Zane.
Requirements | Augment Name | Augment effects and commentary |
5 points | Winter's drone | The drone deals additional cryo damage. |
10 points | Bad Dose | SNTNL occasionally shoots out a beam of radiation that weakens enemies. For every weakened enemy, Zane's movement speed and fire rate are increased. Weakened enemies have decreased movement speed and attack speed. |
15 points | Boomsday | The drone will be equipped with a rocket launcher that allows you to complete machine gun attacks with rocket fire. |
10 points | Static Field | The drone emits a static field that sends a shock beam into nearby enemies, smashing their shields and supplementing Zane's shield. |
15 points | Almighty Ordnance | The drone can make a rocket attack on the specified territory. If the attack kills someone, the time the drone remains on the battlefield will be reset. The bonus can only be used once per action Skill activation. Zone to fire missile means holding down the button to turn on the stock Action Skill. |
Passive Abilities
The following table describes all of Zane's passive abilities from the Hitman tree. The points requirement in the first column indicates how many development points you need to invest in this tree to make a skill available for purchase. Passive skills have 1 to 5 levels and buying each level increases their effectiveness.
Requirements | Skill Name | Passive Skill Effect and Comment |
0 points | Violent Speed | After killing an enemy, Zane gains increased movement speed for a few seconds. |
0 points | Cold Bore | Zane gets a bonus to weapon swap speed (for others from active slots). The next shot fired after swapping weapons deals bonus cryo damage. |
0 points | Violent Momentum | Weapon damage increased while moving. The faster he moves-the more bonus damage from weapons. |
5 points | Cool Hand | Zane gains increased reload speed. In addition, after killing an enemy, his reload speed is increased for a short time. |
5 points | Drone Delivery | The drone will occasionally drop a free grenade. The type of grenade thrown depends on which Grenade Mod you placed in the active Zane inventory slot. This ability has only 1 level and needs 15 seconds to upgrade. |
5 points | Salvation | After killing the enemy, Zane's weapon gets the opportunity to steal life points from attacked by enemies for a while. |
10 points | Death Follows Close | All Zane's skills associated with killing enemies, receive better results and last longer. This ability comes only with 1 level of development. |
15 points | Violent Violence | After killing an enemy, Zane gains a temporary bonus to his rate of fire. |
15 points | Playing Dirty | After killing an enemy, the next five shots have a chance to fire an extra projectile. This works best with weapons that fire individual projectiles. |
20 points | Good Misfortune | Killing an enemy increases the duration of Zane's Action Skill. Do not assume, unfortunately, that you will be able to keep the Action Skill active for a very long time, because the force of action of this ability is reduced with each kill. |
25 points | Seein' Red | All Zane's skills associated with killing enemies (Kill Skill in the skill description) are triggered at the time of activating an Action Skill. The more different abilities you buy, the more you can gain. |
Zane - Doubled Agent skill tree
Action Skill
Zane has only one active Action Skill within each tree. At any given time you can have, however, customized Action Skills, from two different trees.
Skill Name | Action Skill Effects and Comment |
Digi-Clone | Creates a Digi-Clone of Zane. She stands still, attacks and distracts the attention of enemies. By default the copy remains active for 15 seconds. Pressing the Action Skill button when the clone is active, causes Zane and the copy swap places. This can be useful, for example, when you need to quickly get away from a dangerous place. |
Action Skill Augments
Improvements occupy the columns on the sides of the development trees-left and right. They must first be unlocked after receiving a certain amount of development points. At the moment, you can only be placed in active slots with 2 upgrades out of the 5 available.
The improvements address two main uses of the clone. If you are going to use a copy of Zane, primarily to distract opponents, then think about augments such as Which One's Real? and Digital Distribution. if, in turn, you seek to ensure that the clone "helps" you in weakening opponents, then a good choice would be, for example, connecting Binary Domain + Doppelbanger.
Requirements | Augment Name | Augment effects and commentary |
5 points | Binary System | When Zane switches places with the clone, energy with freezing properties is released. This effect appears around Zane and around the clone. |
10 points | Schadenfreude | Each time a clone takes damage, Zane's shield will be partially repaired. |
15 points | Doppelbanger | An option appears to hold down the Action Skill button to exit it earlier. As soon as that happens, the clone explodes, dealing fire damage to all nearby enemies. The sooner it's over, the bigger the explosion. |
10 points | Which One's Real? | Enemies are more likely to attack the clone after it's summoned and after switching places (press the Action Skill). |
15 points | Digital Distribution | If Zane takes damage while the clone is active, some of it will be "absorbed" by the clone. |
Passive Abilities
The following table describes all of Zane's passive abilities from the Doubled Agent tree. The points requirement in the first column indicates how many development points you need to invest in this tree to make a skill available for purchase. Passive skills have 1 to 5 levels and buying each level increases their effectiveness.
Requirements | Skill Name | Passive Skill Effect and Comment |
0 points | Synchronicity | When one or more skills are enabled, Action Skills is awarded a bonus to weapon damage. The effect stacks. |
0 points | Praemunitus | The size of the magazine of the weapon is increased for both Zane and the clone. |
0 points | Borrowed Time | The duration of the "Action Skill" is extended. This applies, of course, all kinds of abilities Action Skill, not only Digi-Clone. |
5 points | Donnybrook | Whenever Zane kills an enemy, he and his Digi-Clone receive increased gun damage and gain health regeneration. This bonus has a limited duration. |
5 points | Fractal Frags | The clone throws a grenade. The type of grenade used depends on which Grenade Mod fits into the slot in Zane's inventory. Killing an enemy while the clone is active also gives him a chance to throw a grenade. This is a great opportunity if you chose to use 2 Action Skills and can't in the traditional way to throw grenades. |
5 points | Duct Tape Mod | The first shot of the gun makes it possible to simultaneously throw a grenade. After firing the grenade skill has to resume. This is a great opportunity if you chose to use 2 Action Skills and can't in the traditional way to throw grenades. |
10 points | Quick Breather | When Zane swaps places with his clone, his shield immediately begins to recharge. This is a very good ability when using shields with a long delay in terms of charging. |
15 points | Pocket Full of Grenades | After killing the enemy by Zane, the supply of grenades in the inventory will be restored after a while. |
15 points | Old-U | Once Zane is in the Fight for Your Life mode, you can click on the Action Skill button. Clone will be decimated, and you will be resurrected (Second Wind) with full health. This is a very useful skill if you are playing alone and cannot count on the support of other players. |
15 points | Supersonic Man | When one or more Acrtion Skills are enabled, a movement speed bonus is awarded. The effect stacks. |
20 points | Like a Ghost | Zane and his clone get a chance to ignore projectiles. The chance increases a few seconds after you activate the Action Skill. |
20 points | Boom. Enhance. | Whenever Zane summons the clone, 3 grenades are used. In exchange for each grenade spent, the clone receives a bonus to weapon damage, good health, attack speed, and reload. This is a good opportunity if you have 2 Action Skills installed and the power of the thing is not you personally burn grenades. |
20 points | Trick of the Light | Zane deals extra Shock damage to enemies who don't aim at him. You can gain a lot if thanks to other skills and improvements you increased the chances that enemies will focus on a copy of Zane. |
25 points | Double Barrel | The clone is equipped with a copy of Zane's current weapon. Swapping places with the clone causes Zane and his clone to gain increased gun damage. It is necessary to make the replacement of characters after each activation of the Action Skill. |
Zane - the Under Cover skills tree
Action Skill
Zane has only one active Action Skill within each tree. At any given time you can have, however, customized Action Skills, from two different trees.
Skill Name | Action Skill Effects and Comment |
Barrier | A barrier is being set that blocks incoming projectiles. Zane and his allies can shoot through the barrier, dealing increased gun damage. Clicking on the Action Skill activation button allows you to raise barriers and move it to another location. This makes it easy to change its position if necessary. Unfortunately, the transmitted barrier offers lower protection. |
Action Skill Augments
Improvements occupy the columns on the sides of the development trees-left and right. They must first be unlocked after receiving a certain amount of development points. At the moment, you can only be placed in active slots with 2 upgrades out of the 5 available.
As many as four of the five improvements offer protective or auxiliary actions. Only Deterrence Field allows you to" turn " barriers into an object that can cause damage to enemies at the time of contact. Choose upgrades based on your preferred playstyle and considering whether you play alone or in a group (all allies can receive stat bonuses).
Requirements | Augment Name | Augment effects and commentary |
5 points | Charged Relay | When Zane or another ally touches the barrier, they gain increased movement speed and attack speed for a while. |
10 points | Nanites or Some Shite | Zane and his allies receive a health regeneration bonus and an increased cooldown rate within the set barrier. The less health points this character has, the more health can be restored. |
15 points | Retaliation | Zane and his allies receive a weapon injury bonus every time the barrier hits. |
10 points | All-rounder | Zane's barrier becomes a dome, and thus you can defend against attacks from all sides. |
15 points | Deterrence Field | Enemies that touch the barrier take Shock damage and can be direct. |
Passive Abilities
The following table describes all of Zane's passive abilities from the under Cover tree. The points requirement in the first column indicates how many development points you need to invest in this tree to make a skill available for purchase. Passive skills have 1 to 5 levels and buying each level increases their effectiveness.
Requirements | Skill Name | Passive Skill Effect and Comment |
0 points | Adrenaline | Zane gains increased Action Skill cooldown. This depends on the state of the shield. The higher the percentage, the better the bonus will be. |
0 points | Hearty Stock | Zane gets a bonus to the maximum capacity of the shield. This is 10% with each skill level. |
0 points | Ready for Action | Zane gets a bonus to the shield's recharge rate and delay the start of her charge. |
5 points | Brain Freeze | Every time you deal a critical hit there is a chance that the opponent will be slowed down. This effect stacks until the enemy is completely frozen. |
5 points | Stiff Upper Lip | Zane acquires a temporary increased immunity associated with the type of injuries. |
5 points | Rise to the Occasion | Zane gains health regeneration. The stronger the shield, the stronger the regeneration effect. |
10 points | Confident Competence | While Zane's shields are active, he gains a bonus to injury and accuracy. This bonus is based on the strength of your target. The greater their percentage, the greater the bonus. Maximum bonuses are +20% damage and +33% accuracy. |
15 points | Really Expensive Jacket | Received elemental damage lasts 50 percent shorter. |
15 points | Best Served Cold | When Zane kills the enemy, a Cryo Nova is created that deals damage to all nearby enemies. Skill takes time to cooldown. |
15 points | Futility Belt | Zane gains increased resistance to non-elemental damage. |
20 points | Refreshment | Whenever Zane deals damage to a frozen opponent, he gets some of those injuries back as health. Try to purchase weapons or weapons that deal Cryogenic damage to be able to receive this bonus regularly. |
20 points | Calm, Cool, Collected | When Zane freezes an enemy, his shield immediately begins to recharge. If Zane's shields are already full, it regenerates his health. With full health, it is faster to recover the Action Skill. |
20 points | Nerves of Steel | Zane gains increasing accuracy. The longer the hero's shield has full value, the greater the bonus. |
25 points | Distributed Denial | The barrier Action Skill gains the same effects as Zane's shield currently used. In addition, the effects of the shield are transferred to all allies in the vicinity of the barrier. You can gain a lot if there is some strong shield with good properties in your inventory. |