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Guide

ZZZ Early Game Resource Guide

Jul 20, 2026
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The most stressful thing about the early game in Zenless Zone Zero isn't the combat — it's the constant fear that you'll dump resources into the wrong agent and regret it later. EXP books are scarce, Dennies are always near zero, and your daily stamina is capped at a fixed amount. Every single time you click that upgrade button, you're borrowing from your future self. I bricked two accounts before I figured this out — the first one I spread materials evenly across four agents, all stuck at level 40, unable to clear anything past mid-game content. The second one I spent all my stamina farming drive discs, only to realize my characters' levels were too low to equip anything decent. Eventually it clicked: early game resource allocation follows a very clear hierarchy, and it's not something you need to guess at. Here's what I learned the hard way about spending materials smartly in the early stretch.

 

 

Your Agent Levels Come First — Build One Team, Not Four Half-Baked Characters

The single biggest mistake new players make isn't picking the wrong character. It's trying to build too many at once. ZZZ throws a fair number of pulls and agents at you in the early game, and it's tempting to test everyone out. But your first two weeks of resources are only enough to fully support three, maybe four agents. Every material you feed a fifth is being pulled away from your core squad. The golden rule for early game is simple: concentrate everything on one main team, and leave everyone else at a functional minimum until you have surplus.

When it comes to execution, this priority list will keep you from going off track during the first couple of weeks:

This "build one team only" mindset feels wrong at first, because you look at your roster of unbuilt characters and feel like you're wasting potential. But unbuilt agents aren't wasted — they're just waiting. When your resources catch up later, you can build them properly.

 

How to Spend Stamina — It Changes As You Level Up

Stamina is the single scarcest resource in ZZZ, and there's nothing else even close. The most common early-game mistake is not knowing what to farm and just clicking whatever shiny dungeon is on the screen. The truth is that stamina priority shifts depending on your Inter-Knot level, and farming the wrong thing at the wrong level can set you back significantly. Good stamina planning can multiply your effective gains by a factor of several times over the first few weeks — stamina allocation should be treated as a per-level-phase decision, not a one-size-fits-all plan.

Broken down by level ranges, here's the stamina rhythm I've settled on:

 

Skill Points — Don't Spread Them Evenly, Pick the Important Ones First

Skill materials are brutally scarce in the early game, and every agent has multiple skills — basic attack, EX special, ultimate, dodge counter, chain attack. New players look at that skill tree and instinctively try to keep everything balanced. But in ZZZ's skill system, different skills contribute to combat performance at wildly different rates. Splitting materials evenly across all five skills is effectively the same as not maxing any of them — skill investment is not a charity fund. You have to concentrate on the skill that actually carries your agent's role in the team.

The upgrade priority varies by agent role, but here's the general framework:

 

Drive Discs — Don't Touch Them Until Mid-Game

Drive discs are the most over-farmed resource in ZZZ. You can run disc dungeons ten times and get nothing but garbage, whereas levels and skill upgrades are guaranteed progress. Yet I still see new players grinding discs at level 35, running in place for a week while their character levels stay frozen and their inventory fills up with unusable discs. Drive discs are endgame content. In the early game, "good enough" is the standard. Come back and min-max later.

A few practical rules about drive discs that will save you a lot of wasted stamina:

 

Early game resource management in ZZZ comes down to a simple choice: do you want one team strong enough to clear all the content, or a roster of half-built agents that can't handle anything past the first few chapters? Resources are never enough — but "enough" isn't about how much you have. It's about whether you're spending them on the right things. Two or three fully built agents will take you further than six agents stuck at level 40 with scattered skills and garbage discs. Every single time.

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