ZZZ Basic Combat Guide — The 5 Core Skills, Core Passive & the Stun-to-Chain Loop | Zenless Zone Zero
Combat in ZZZ revolves around 5 skills: Basic Attack, Dodge (a Perfect Dodge chains into Dodge Counter), Assist (swap in a teammate), Special/EX Special (each Agent has its own Energy bar), and Chain Attack/Ultimate (shared 3000 Decibels for the whole team). Every Agent also has a Core Passive (its core passive ability) and an Additional Ability unlocked via Mindscapes. The basic loop is: build up enemy Daze → the enemy gets Stunned → fire off a Chain Attack for big damage and to rotate through your DPS, built around an Attack + Stun + Support team.
The 5 core skills every Agent has
Every Agent in ZZZ shares the same 5 base skills; only the effects differ per character:
- Basic Attack — the core attack chain, held or repeated to build a combo.
- Dodge — a dash with invulnerability frames; timing it as a Perfect Dodge opens up a Dodge Counter.
- Assist — instantly swaps in a resting teammate; comes in three flavors: Parry/Defensive, Evasive, and Quick.
- Special / EX Special — the Agent's signature move; the EX version hits harder but needs that Agent's own Energy bar to be full.
- Chain Attack / Ultimate — a full-team follow-up once the enemy is Stunned, plus the Ultimate, a very strong finisher that spends the team's shared Decibels.
On top of these 5, every Agent also has a Core Passive — an always-on passive — and an Additional Ability unlocked progressively through Mindscapes.
The basic loop: build Daze → Chain Attack → rotate your DPS
Every hit adds Daze to a separate gauge next to the enemy's HP bar. The Impact stat controls how fast that gauge fills. Once it's full, the enemy is Stunned — unable to act and taking increased damage. That's your cue to fire off a Chain Attack: your team swaps in one at a time to land a heavy hit, with the number of chain chances depending on the enemy type — typically 1 for Normal enemies, 2 for Elites, and 3 for Bosses.
The loop then repeats: a Stun-role Agent builds Daze, the enemy gets Stunned, Chain Attack goes off, your main DPS uses the Stun window to maximize damage, and the cycle starts over once Daze resets.
- 1Build DazeImpact controls the fill speed
- 2Enemy gets StunnedCan't act, takes extra DMG
- 3Chain AttackTeam swaps in one by one for a heavy hit
- 4Main DPS finishes it offUses the Stun window to dump damage
Resources: Decibels (Ultimate) and Energy (EX Special)
ZZZ gates its two strongest moves behind two separate resources:
- Decibels — shared by the whole team; you need a full 3000 Decibels to trigger the Ultimate, and once used, the team's Decibels reset to 0.
- Energy — unique to each Agent; fill it up to unleash that Agent's EX Special (stronger than the regular Special).
Because Decibels are shared, a team that builds them fast (mainly through Basic Attacks, Dodges, and Assists) gets more frequent Ultimates, while Energy for EX Special has to be built up individually for whichever Agent you want to power up.
On base damage stats: every Agent starts with CRIT Rate at 5% and CRIT DMG at 50% before any bonus from W-Engines or Drive Discs — a baseline worth remembering when comparing builds.
Building a team around Attack + Stun + Support
The Stun-to-Chain loop above is why the most common team shape uses 3 roles: a Stun Agent that builds Daze fast, an Attack Agent as your main DPS to finish once the enemy is Stunned, and a Support Agent that buffs, debuffs, or heals so the team can sustain longer. An Anomaly team is a variant that swaps the Attack role for an Agent that specializes in stacking Attribute Anomalies instead.
See how to pick Agents by role in the Stun & Daze guide, how to time Chain Attacks in Chain Attack & Quick Assist, and the full team-building framework in Team Building.
FAQ
How many Decibels does the Ultimate need?
You need a full 3000 Decibels, a single gauge shared by the whole team rather than per-Agent. After the Ultimate fires, the team's Decibels reset to 0 and have to be built up again from scratch.
What are an Agent's default CRIT Rate and CRIT DMG?
Before any bonus from a W-Engine or Drive Discs, every Agent starts with a base CRIT Rate of 5% and a base CRIT DMG of 50%. That's the baseline to compare against once you start stacking crit stats through gear.
What's the difference between Core Passive and Additional Ability?
The Core Passive is a base passive every Agent has from the start, no extra unlock needed. An Additional Ability is unlocked gradually as you level up that Agent's Mindscape, typically getting stronger with each rank.