Zenless Zone Zero puts you in real-time control of a three-agent squad fighting through Hollows in New Eridu — no auto-battle, no turn order, just dodge timing and Chain Attacks. If you tried the game in 2024 and bounced off the “TV Mode” segments between fights, that entire system is gone, and the game just picked up its first new agent Specialty since launch a few weeks ago. This guide covers the combat mechanics you will use in every fight, how to build your first team from the agents you already own for free, where new-player currency should actually go, and the specific things older guides get wrong about the game you are starting today.
Quick Start Checklist: Your First Hour
Do these in order before you touch anything else — skipping ahead to the gacha screen is the single biggest time-waster for new Proxies.
- Finish the Prologue before spending anything. It hands you Anby Demara, Nicole Demara, and Billy Kid for free, and together they already cover a Stun, Support, and Attack team.
- Don’t spend early tutorial currency the moment you get it. Polychrome from Trial and Primer tasks doesn’t expire, and pulling before you understand pity just wastes it.
- Play through the Assist and Dodge tutorial prompts instead of skipping them — Perfect Dodge and Perfect Assist are the two timing windows the entire combat system is built around.
- Prioritize the main Inter-Knot Reputation missions over side commissions. They gate your level cap and your access to endgame modes.
- Build two full teams, not five half-finished ones. Drive Discs (your gear) are the actual bottleneck, and spreading them across six agents means none of those agents perform.
- Check which banner is currently running before you pull anything. Standard-banner pulls don’t count toward limited-banner pity, and vice versa.
Combat Basics: Dodge, Chain Attacks, and the Decibel Gauge
Every fight runs on four inputs: Basic Attack, Special Attack (hold it for an EX Special once your Energy bar fills), Dodge, and Assist. Dodge at the exact moment an attack lands — you’ll see an orange flash on the enemy — and you trigger a Perfect Dodge; follow it immediately with a Basic Attack for a Dodge Counter, which is invulnerable and hits like a Heavy Attack [1]. That single timing skill matters just as much against a training dummy as it does in a Shiyu Defense boss fight.
Assists work the same idea in reverse: a melee agent’s Defensive Assist swaps in and blocks the hit, a ranged agent’s Evasive Assist swaps in and dodges it, and either one timed perfectly triggers a free Assist Follow-Up Attack on top of the swap [1].
Every hit builds two bars at once. The enemy’s Daze meter, once full, Stuns the target — bonus damage, no ability to act — and that’s your cue to land a Chain Attack with a Special Attack, EX Special, or the last hit of a Basic combo [1]. Your team’s Decibel gauge lights up the Ultimate at 3,000 and resets to zero on use [1]. Stun agents raise Daze fastest; Attack agents hit hardest once a target is already open. Neither role wins a fight alone.
Building Your First Team
Zenless Zone Zero now runs seven agent Specialties, not six. Armorer joined the roster on September 9, 2026, as the game’s first new Specialty since launch, built around converting DEF stats into multi-hit critical damage instead of the usual ATK scaling [2].
| Specialty | Job in the squad | Skip it if… |
|---|---|---|
| Attack | Highest raw damage, especially against a Stunned target | You already run two Attack agents — a third adds less than a Stun or Support slot would |
| Stun | Fills the Daze bar fastest, opens the Stun window | Never skip this one — no Stunner means no Chain Attacks |
| Anomaly | Deals damage through Attribute Anomalies instead of Daze | Your kit has no anomaly synergy to build around |
| Support | Buffs and heals the team, usually lower personal damage | You already run two support-leaning agents — add damage instead |
| Defense | Shields and counters, keeps the squad alive | Early content isn’t punishing enough yet to need a dedicated tank |
| Rupture | Sheer damage that bypasses shields and defenses | The fight has no shield phase — Rupture’s advantage goes unused |
| Armorer (new) | DEF-scaling multi-hit crit damage | You don’t own an Armorer agent yet — the pool only opened in 3.2 |
The takeaway: a squad’s ceiling is set by whichever role it’s missing, not by its best agent. The free Prologue team proves it — Nicole Demara (Support), Anby Demara (Stun), and Billy Kid (Attack) cover three of the seven roles, and that combination alone clears the main story and early Shiyu Defense floors without spending anything [3]. Treat it as your baseline: if a new agent doesn’t clearly outperform one of these three in its own role, save your resources.
When deciding what to pull for next, work backward from what your team is missing, not from whichever agent looks newest. No second Stunner besides Anby? Fix that first — two Attack agents with no way to open Daze underperform a team with half the raw numbers on paper. Stun-covered but your damage windows feel short? That’s a Support gap, not a DPS gap. Only reach for a second Attack agent once Stun and Support are both covered; redundant DPS is the weakest upgrade path in this game.
Who This Guide Is For: New, Casual, Hardcore, and Completionist
| Player type | Priority |
|---|---|
| New player | Finish the Prologue for the free team, then clear the main story on Normal before chasing Shiyu Defense — the mode gates behind story progress anyway [5] |
| Casual player | Pick one Attack and one Stun agent and commit. Don’t chase every new banner — free-to-play income is patch-limited no matter how often you log in |
| Hardcore / optimizer | Track pity separately for the limited and standard banners, and only spend on a banner that pairs with an agent you already own |
| Completionist | Budget time for Hollow Zero and seasonal commissions early — those have claim windows that close, unlike main-story content, which stays available |
Polychrome, Pity, and Where Not to Spend It
Pulls cost 160 Polychrome each. Miss an A-Rank or higher nine times in a row and your tenth pull is guaranteed A-Rank or better. On the S-Rank track, odds increase noticeably from roughly pull 70 onward, and pull 90 is a hard guarantee if you haven’t hit one already [4]. Every A-Rank or S-Rank pull also carries a 50/50: lose it and your very next pull of that rarity is guaranteed to be the featured agent; win it and the 50/50 carries over to your next limited banner [4].
The standard banner holds six permanent S-Rank agents — Nekomata, Koleda, Soldier 11, Lycaon, Grace, and Rina [4] — and pulling on it does not advance your limited-banner pity, or vice versa. That’s the most common way new players waste Polychrome: pulling standard “just to see,” then rebuilding limited-banner pity from zero. Spend in this order: a limited agent that fills an actual role gap, that agent’s matching W-Engine, then the standard banner. Weighing this against other gacha games on PC? This pull economy is more forgiving than most of that list — the free starter team alone clears early content.
What Older Guides Get Wrong About the Game Today
Zenless Zone Zero looks meaningfully different from its launch build, and a lot of still-indexed guides haven’t caught up. Most consequential: HoYoverse removed TV Mode — the segments where you steered a Bangboo through TV-screen mazes between fights — from the main campaign in update 1.4, December 2024 [6]. If a guide still describes “TV Mode” grinding as a core loop, it’s describing a version of the game that no longer exists; every campaign mission today is a normal exploration-and-combat sequence.
Second, don’t trust anything claiming an ongoing free limited S-Rank Agent selector. HoYoverse ran one as a 2nd-Anniversary gift tied to Version 3.1, live July 29 to September 9, 2026 — it expired the day Version 3.2 launched, though plenty of search results still describe it as an active perk. What’s actually permanent for new players is the free Prologue team and the standard banner’s six S-Rank agents.
Third, treat any specific Inter-Knot level for unlocking Shiyu Defense with caution. One actively maintained tracker states Level 20 plus an Inter-Knot Reputation Rank-Up Mission [5]; others describe a Level 35 “Certified Proxy” requirement from around version 2.5. The two figures don’t agree in currently available sources and the threshold has moved before — check your own Inter-Knot Reputation panel in-game rather than banking on either number.
Verified against Version 3.2, “Their Secret Histories” (live September 9 – October 21, 2026). Mechanic and rate values may change with future patches — treat exact numbers here as a starting point, not a permanent spec.

Common Beginner Mistakes
- Farming Drive Discs before your Inter-Knot level unlocks the higher-tier stages — early discs get replaced almost immediately, so the time is largely wasted.
- Building five or six agents instead of committing Drive Discs to two full teams. Gear scarcity, not agent count, limits your damage early on.
- Expecting an open world. If you’ve played an open-world gacha like Wuthering Waves, adjust — this game is mission-based between hub areas, not a seamless map.
- Skipping VR Training, the only place to test a rotation before committing Drive Discs to it.
- Ignoring your Bangboo. Every team fields one as a fourth slot, and a matched Bangboo covers a gap — extra Daze, a heal, a shield — without spending a pull.

Once your first two teams feel solid, the next step outside Zenless Zone Zero itself is deciding what else in the genre is worth your time — our Arknights Endfield getting-started guide covers a similarly squad-based combat loop if you want a second gacha-action game running alongside this one.
Is Zenless Zone Zero still worth starting in late 2026?
Yes, more than at launch. TV Mode is gone [6], the free Prologue team clears early Shiyu Defense floors without spending [3], and the roster has grown well past 60 agents across seven Specialties [2] — more genuine free-to-play build options than the 2024 version of the game had.
Do I need to spend money to clear Shiyu Defense?
No. The free starter squad plus a pull or two on the standard banner clears the earlier nodes. Difficulty ramps toward the final Critical Node, which is where spending starts to actually matter [5].
Which specialty should a free-to-play player prioritize first?
Stun, not Attack. The free team already has an Attack agent in Billy Kid, and a team’s damage is capped by how fast it opens a Stun window — a second Stunner raises your ceiling more than a second DPS agent does [7].
What’s the biggest difference from Genshin Impact or Honkai: Star Rail?
Manual, real-time combat with no auto-battle. Genshin’s exploration loop and Star Rail’s turn-based combat both let you plan a move in advance; Zenless Zone Zero demands reaction-time inputs — Perfect Dodge, Perfect Assist — in every fight. That’s the actual skill ceiling here [1].
Once you have a few agents built, check our Zenless Zone Zero tier list for patch 3.2 to see who is actually worth prioritizing.
Sources
- Game8. Basic Combat Guide and Tips — Zenless Zone Zero. Game8
- Game8. Version 3.2 Release Date and Banners Guide — Zenless Zone Zero. Game8
- TheGamer. Best Free To Play Teams In Zenless Zone Zero And How To Use Them. TheGamer
- Game8. Pity System Guide — Zenless Zone Zero. Game8
- Game8. Shiyu Defense Guide and Reset — Zenless Zone Zero. Game8
- Siliconera. 1.4 Zenless Zone Zero Update Removes TV Mode, Adds PS5 Pro Ray-Tracing. Siliconera
- Game8. Team Building Guide and Tips — Zenless Zone Zero. Game8
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
