Guide
ZZZ Character Build Priority
Play Zenless Zone Zero long enough and one thing becomes painfully clear: you never have enough resources. EXP materials, Dennies, skill chips, drive disc upgrade mats — every single one of them bottlenecks you at some point. F2P and monthly pass players feel this in their bones, staring at a roster of under-leveled agents with no idea who to feed next. The biggest mistake I made early on was spreading everything evenly — every agent at level 40, every skill at level 5. The result? A full squad that couldn't survive high-difficulty content and couldn't deal enough damage to clear it either. What I eventually figured out is that character building in this game isn't about "nobody gets left behind." It's about dumping everything into the right agents until they're done, then moving on. Build order matters way more than build count. Here's the priority framework I've settled on after a lot of wasted resources in version 3.0.
Your Main DPS Comes First, No Questions Asked
The main DPS should eat first at every single resource table. This sounds obvious, but a ton of players don't stick to it, because stun and support upgrades give you visible, satisfying feedback right away — you level your stunner and immediately notice shields breaking faster, you level your support and the buff uptime gets visibly longer. Meanwhile, two levels on your DPS might only show a few dozen extra attack on the stat sheet. It doesn't feel impactful. But a maxed-out DPS is what actually converts all those stun windows and support buffs into dead enemies. Every operation your team performs ultimately lands on the DPS's damage window to cash in.
The DPS agent's build level determines your ceiling more than anything else, so when you're spending resources, don't second-guess yourself — the DPS gets everything first, from levels to skills to drive discs:
- Take them straight to level 60, don't park at 50. The base ATK gain from 50 to 60 is not linear — those last few levels give more than you'd expect. Level suppression is also a real mechanic in ZZZ; your damage gets penalized when you're under the enemy's level. That alone should kill any thought of leaving your DPS at 50 "for now."
- Max out the core skills first, not everything evenly. Your DPS has one or two skills that carry most of their damage — basic attacks, EX special, or ultimate — and those should be pushed to level 10 or beyond without splitting materials across the whole kit. Take Miyabi as an example: her charged heavy and ultimate, when maxed, are transformative. The utility skills can wait.
- Don't cheap out on drive discs — your DPS deserves the grind. Drive discs are the lowest cost-efficiency but highest-ceiling part of a DPS's gear. A set of purple discs is not a stopping point. Your DPS should at minimum run gold discs with correct main stats on slots 4 and 6. If those main stats are wrong, your damage drops an entire tier, no exaggeration.
Stunner or Support — Who Gets Built Second Depends on Your Team
Once your DPS is in a good place — level 60 with core skills maxed — the next resource allocation decision is genuinely practical and team-dependent. A lot of people habitually max the stunner second, and in many cases that's correct, because faster stuns mean longer safe DPS windows. But running anomaly and disorder teams taught me that sometimes the support agent's build level matters more than the stunner's — the second slot you max, whether it's the stunner or the support, actually comes down to whether your team is an attack-based burst comp or an anomaly-based sustained comp.
Here's the logic I use to match the build order to the team type:
- Attack burst teams: build the stunner next. If your DPS relies on burst windows after a stun — the classic Miyabi plus Lycaon setup, for example — then your stunner's build level directly controls how many burst cycles you get per fight. A leveled stunner breaks shields noticeably faster, and you can leave your support at a functional minimum for now.
- Anomaly teams: build the support next. When running disorder or pure anomaly comps, your support's anomaly buildup rate, proficiency bonuses, and energy regen contributions matter way more than stun speed. You'll find yourself cycling through anomaly procs rather than waiting for stun windows, and in that flow a well-built support pays off faster.
- Defense agents go last, unless you literally cannot survive. In the current version, defense agents are a lower priority. With decent build levels elsewhere, most content doesn't require a dedicated tank. Only invest in one if you keep hitting a wall on a specific high-difficulty fight where survival is the bottleneck, and even then, try upgrading your support's buffs or shields first.

A-Rank Agents Are Not Placeholders — Several of Them Punch Way Above Their Rarity
A lot of players, especially light spenders and F2P, carry this unhelpful assumption that A-rank agents are just temporary stepping stones not worth serious investment. But in practice, several A-rank agents in version 3.0 perform at a level that rivals low-constellation S-ranks, and A-ranks are vastly easier to max out. A C6 A-rank has more mindscapes and smoother rotations than a C0 S-rank almost every time — the build cost of A-rank agents is often a better deal than low-constellation S-ranks because they're cheaper to raise, easier to max, and deliver rock-solid performance in actual fights.
When evaluating which A-ranks to invest in, focus on these categories to avoid regret:
- Support-type A-ranks should be your first pick. Yes, their buff numbers are lower than S-rank supports, but the gap is not "this team doesn't work" territory. A C6 A-rank support in the right team provides more than enough overall value to clear all content. The only real difference is how many seconds you shave off the clear time.
- A-rank stunners can be surprisingly effective in specific lineups. Certain A-rank stunners have break mechanics that line up perfectly with specific boss weaknesses, and in those matchups their actual stun speed is competitive with S-ranks. They're worth leveling for those fights, and the resource cost is far lower.
- A C0 S-rank is less reliable than a C6 A-rank. This might annoy some people, but it holds up in practice. C0 S-rank rotations often feel clunky because their full passive kit isn't unlocked yet. A C6 A-rank has every passive active, and the smoother gameplay loop often outperforms an incomplete S-rank. Unless you plan to pull mindscapes later, maxing a strong A-rank is the safer bet with limited resources.
Character building in ZZZ, at its core, isn't a test of how many S-ranks you've pulled. It's a test of whether you can resist the temptation to spread resources thin. Two or three fully invested core agents will get you further than a roster of half-built ones every single time. A level 60 DPS with maxed skills backed by two level 50 specialists will output dramatically more than three level 55 agents with average investment across the board. If you want to connect with more players on team building and build priorities, check out mmom.com — there are experienced players updating ZZZ guides and version breakdowns regularly, way more grounded than just staring at a tier list and guessing.
