Guide
ZZZ Strongest Agents Tier List
Zenless Zone Zero's agent pool keeps growing. For anyone jumping in now, staring at dozens of characters, the biggest headache isn't pulling them — it's pulling them and having no idea whether they're worth building. Every patch, some agents climb back up the ranks on the backs of new teammates and new gear, while others temporarily dip as the meta shifts. A tier list is, at its core, a snapshot. It can tell you who's stronger right now. It cannot predict who's about to take off next patch. So this ranking won't drown you in flashy tier labels. It's organized by combat role: damage, stun, support, and anomaly. By the end, you should know exactly which slot your roster is still missing.

Damage dealers — Ice, Fire, Ether, and Physical each have their champions
The main DPS eats more resources than any other slot and determines a team's ceiling. The strongest carries in the current meta share one trait — their damage output doesn't depend entirely on specific teammates. Drop them into most teams and they'll still perform.
- Ellen Joe has been strong since Version 1.0, and nothing has changed. Her Ice basic attack chain scales relentlessly with crit investment, and once her Drive Discs are in place, deleting elite enemies in a single combo is routine. No complex skill rotation to memorize, no punishing energy management — basic attack into EX Special into Ultimate, the rhythm is fixed and the output is stable. Zhu Yuan remains the evergreen Ether Attack carry. Paired with Nicole's defense shred and Ether amplification, her damage curve is so smooth that even a new player can produce veteran-level numbers. These two launch characters still holding top-tier status says a lot about how restrained ZZZ's power creep has been.
- Hoshimi Miyabi is the ceiling for Ice damage. Her Frost burst mechanic — apply the status, follow up with a basic attack to trigger bonus damage — produces numbers so large you'll briefly wonder if something is bugged. It's not. The mechanics are just that strong. Since her release, no high-difficulty lineup has ever left her out. Jane Doe walks the Physical path — apply the anomaly and let the damage tick while you stay mobile. No need to hug the enemy's face and trade hits. For players who struggle with tight execution windows, she's more forgiving than a traditional Attack carry. Against high-HP bosses, she's especially comfortable because you're not desperately hunting for damage windows — the damage ticks on its own.
Before pulling for a main DPS, look at what support and stun agents you already have. A flashy name on a tier list means nothing if they don't fit your roster. The reverse is also true — a carry that synergizes with your existing team, even if they're not top five on any list, will consistently out-damage a so-called must-pull that's been awkwardly shoved into the wrong squad.
Stun agents — who builds daze fastest, and who makes the stun window worth more
The stun slot is responsible for breaking the enemy into a vulnerable state and creating the burst window for your main DPS. The best stun agents don't just build daze quickly — they make the damage during that stun window hit harder.
- Qingyi is currently one of the most universally flexible stun options. Her Electric attribute paired with an Ether team reaches absurd efficiency — she barely needs to leave the field, and her basic attack chain builds daze at one of the fastest rates in the entire roster. The execution logic is dead simple, making her the most beginner-friendly stun pick available.
- Lighter is positioned more as an "amplification stunner." He doesn't just build daze fast — he buffs the entire team's Fire and Ice damage on top. This means he's doing two things simultaneously: breaking the enemy into stun while making your main DPS hit harder during that window. In Fire and Ice teams, the total damage boost Lighter brings to the table is consistently underestimated.
- Von Lycaon is the veteran Ice stun specialist. His daze-building efficiency in Ice-attribute teams remains unmatched — paired with Ellen or Miyabi in a dual-Ice lineup, the balance between stun speed and team-wide damage amplification is the best in the game. His execution barrier is slightly higher than Qingyi's — you need to get comfortable with his skill cancel timing — but the ceiling is also higher.
The logic for choosing a stun agent is different from choosing a damage dealer. For damage, you ask "how strong is this agent on their own?" For stun, you ask "how well does this agent sync with my main DPS?" Qingyi with Ether teams, Lighter with Fire and Ice, Lycaon with Ice — it's not about who's the strongest in a vacuum. It's about who generates the most efficiency with the carry they're paired with.
Support and Anomaly — the two roles most undervalued in teambuilding
The support and anomaly slots will never show up as MVP on the results screen. But whether a team hits its damage ceiling often comes down to whether these two slots are filled by the right agents.
- On the support side, Lucy and Nicole are the backbone of every free-to-play account. Lucy's team-wide ATK buff has an extremely low trigger threshold and fits almost any main DPS — drop her skill, swap out, done. No field time required. Nicole's defense shred plus enemy grouping delivers value in Ether teams that exceeds some five-star options, and her core passive trigger condition is so forgiving that pairing any two Ether agents activates it. Soukaku's position in Ice support has never wavered — Ice DMG amplification combined with solid healing output gives Ice teams a simultaneous bump in both survivability and damage when paired with Ellen or Miyabi.
- On the anomaly side, Burnice keeps Burn ticking through her Afterburn mechanic from off-field, maintaining constant Fire anomaly coverage without disrupting the main DPS's rotation. Tsukishiro Yanagi's Electric anomaly paired with Disorder comps has been a staple in high-difficulty lineups across multiple patches — the Disorder burst triggered after Electric anomaly lands often produces damage numbers exceeding the main DPS's single Ultimate hit, and she doesn't require precise execution since her skill rotation is highly fixed. Piper's Physical anomaly is the most economical alternative for players who don't have Jane Doe — her A-rank build cost is far lower, her anomaly buildup rate is respectable, and she's the right choice when resources are tight and you need a transitional option.
Support and anomaly agents demand completely different Drive Disc stats from Attack-type carries. Lucy and Soukaku don't need crit rate or crit damage — stack ATK and energy regen. Burnice and Yanagi don't need double-crit panels — Anomaly Proficiency and Penetration are the core stats. A lot of new players invest in a support, see underwhelming performance, and never realize the problem is that they're still gearing them like an Attack carry. Get the disc direction right, and the hardest part of building a support isn't the grind — it's knowing which stats actually matter.
Staring at tier lists for too long creates a kind of tunnel vision — the sense that only the top-ten-ranked agents are worth investing in. The reality is that ZZZ's resource economy in the late game comfortably supports five or six fully built characters, and every high-difficulty mode rotation has its own attribute biases. One cycle favors Ice, the next favors Ether, the one after that leans Physical. You cannot clear everything with the same carry every single time. The smartest long-term strategy isn't chasing a tier list and pulling whoever's at the top. It's building one agent for each attribute and each role, then rotating your lineup based on the current cycle. Coverage beats peak strength. That logic is invisible in the early game, but the further you push, the more obvious it becomes.

