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Zonai Devices

Devices11 (10 attack and movement devices plus the Battery), plus the Wing in flight battles
Equip limit2 at a time: one on ZR, one on the lower quick inventory
ControlsHold R, then press Y, X, A or B for the device assigned to that button
Energy gaugeEvery device except the Balloon drains it; a Battery refills it at once
Battery capacityStarts at 3; the quest “A Wandering Korok!” adds 1
Best picksTime Bomb for stunning, Hydrant for sludge, the three emitters for elements

Age of Imprisonment has 11 Zonai devices: Battery, Fan, Balloon, Rocket, Time Bomb, Flame Emitter, Frost Emitter, Shock Emitter, Beam Emitter, Hydrant and Cannon, plus the Wing that the flying battles add. You assign them in the Special Actions menu, call them up in battle with R plus a face button, and pay for each use out of the energy gauge, which a Battery tops up instantly. This page lists each device with its cost, what it does and where you get it.

How Zonai devices work

Equipping devices

Open the Special Actions menu with the D-Pad, pick a device and assign it to a face button with A. Each warrior can carry two at once, one tied to ZR and one in the lower part of the quick inventory. You can also reassign devices in battle from the same menu.

Using devices in battle

Switch to the warrior who carries the device, hold R and press the button it is assigned to (Y, X, A or B). Each use spends energy. When the gauge empties it turns red and starts to refill by itself, or you can use a Battery to refill it immediately. The Battery is the one device you cannot put on a Special Action button.

Zonai device Strong Attacks

The Knight Construct and Mineru can attach devices to their Strong Attacks, so the X combo changes depending on what you have equipped, and each such attack also costs energy. Press Y in the Special Actions menu to change which devices the Strong Attacks use. Mineru gets this ability as a quest reward; see the character quests.

Batteries and energy

You begin with room for 3 Batteries, and finishing the quest “A Wandering Korok!” raises that to 4. Entering a camp replenishes the Batteries you have used. The Bonus Exchange can also lower the energy cost of devices for the rest of a battle, in return for Bonus Vouchers.

All Zonai devices at a glance

DeviceEnergyEffectHow you get it
BatteryNoneRefills the energy gauge at onceMineru’s Workshop, just before the descent in “Where Ancient Wisdom Sleeps”
Fan Fan10Wind that pushes enemies back and reflects projectilesPickup in “Beneath the Blood Moon”
Balloon0Teleports you to any allied outpostDevice Dispenser on the map after “Crisis on Death Mountain”
Rocket Rocket25Charges through enemies until the energy runs outChest in “The Hands of Evil”
Time Bomb25Timed blast that hits everything nearbyChest after the Captain Constructs in “Where Ancient Wisdom Sleeps”
Flame Emitter Flame Emitter55Fire ahead of youMineru’s Workshop, just before the descent in “Where Ancient Wisdom Sleeps”
Frost Emitter Frost Emitter40Freezing blastDevice Dispenser after “Where Ancient Wisdom Sleeps”
Shock Emitter Shock Emitter65Electric boltDevice Dispenser after “Growing Suspicion”
Beam Emitter Beam Emitter65Light beam through every enemy in its pathPickup during “Purging the Shadows”
Hydrant45Water that soaks enemies and washes away sludgeDrops after the Sludge Like in “Lanayru Defiled”
Cannon Cannon40Repeated powerful shots in the direction you facePicked up in “The Howling Tempests”
WingFlight battlesAdds support fire while the Knight Construct fliesDropped by allied soldiers early in “Into the Fray”

Every device in detail

Battery

The Battery is a refill item rather than an attack. Use it when the energy gauge runs dry and you do not want to wait for the automatic recharge. Mineru hands it over at her workshop in Where Ancient Wisdom Sleeps, together with the Flame Emitter, before the descent into the Depths.

Fan

Fan

You pick the Fan up in Beneath the Blood Moon. It costs 10 energy and blows wind in the direction you face, which knocks enemies back and bats projectiles away. Thrown instead of aimed, it blows the wind upward as an updraft. In the flying battles it deflects projectiles when you dodge. It is the cheapest attacking device, so it suits crowd control when your gauge is low.

Balloon

The Balloon costs no energy. It lifts you and drops you at any allied outpost you have captured, which makes it the quickest way to answer a siege at your main outpost. Once you finish Crisis on Death Mountain, the Device Dispenser on the map hands out the Balloon. Pick an allied outpost on the map afterwards to fly there at once.

Rocket

Rocket

The Rocket, found in a chest in The Hands of Evil, costs 25 energy and sends you forward at speed, crashing through everything in the way until its energy runs out. Devices can be strengthened: a second Rocket capsule in Beneath the Blood Moon raises it to Lv.2, which locks on to more targets at once. Use it to cross a battlefield or to break through a line of weak enemies.

Time Bomb

The Time Bomb costs 25 energy and explodes after a short delay, damaging everything in its radius. It can be thrown very quickly, and it also goes off the moment it hits a powerful enemy, so repeated bombs keep a large enemy stunned and drain its Weak-Point Gauge fast. It is the strongest pick for Dangerous Enemies and bosses.

Flame Emitter

Flame Emitter

The Flame Emitter costs 55 energy and sets incoming enemies ablaze with fire shot straight ahead. It is your first attack device, handed over at Mineru’s Workshop in Where Ancient Wisdom Sleeps, and it is the natural answer to ice enemies such as Frost Talus.

Frost Emitter

Frost Emitter

The Frost Emitter costs 40 energy and blasts frigid air straight ahead to freeze incoming enemies. It becomes available at the Device Dispenser once you have finished Where Ancient Wisdom Sleeps. Its effect is stronger near water, and a frozen enemy takes heavy damage from a big blast such as a Time Bomb.

Shock Emitter

Shock Emitter

The Shock Emitter costs 65 energy and fires an electric bolt that shocks the enemies in its line. You unlock it at the Device Dispenser after finishing Growing Suspicion.

Beam Emitter

Beam Emitter

The Beam Emitter costs 65 energy and fires a beam of light that strikes everything along its path. You pick it up during Purging the Shadows. Hold the button to charge the beam for more strength, at a higher energy cost. Stal enemies are weak to light, so it works well against them.

Hydrant

The Hydrant costs 45 energy and sprays water forward, soaking enemies and washing away sludge. It also uncovers Koroks that hide under sludge, which matters for the Korok Seed locations. It drops in Lanayru Defiled once the Sludge Like is beaten.

Cannon

Cannon

The Cannon costs 40 energy and fires a quick barrage of powerful shots in the direction you face. You pick it up on the burning road in The Howling Tempests. It is a good ranged option when you cannot get close to a target, and especially against flying enemies.

Which devices to bring

Bosses and Dangerous Enemies

Bring the Time Bomb to stun and break the Weak-Point Gauge, then add the emitter that matches the enemy’s element: Flame Emitter against ice creatures, and the Hydrant to clear sludge. The boss list covers the individual fights.

Crowds and exploration

The Fan and the Rocket are cheap and good for moving through groups, while the Balloon gets you across the map for free. Carry the Hydrant when a battle has sludge or hidden Koroks, since both are easier to clear with water.

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