ZZZ Stat Targets by Role — CRIT, Anomaly & Impact Goals Table | Zenless Zone Zero
Each ZZZ role wants different stats: Attack agents stack CRIT Rate and CRIT DMG at a 1:2 ratio plus ATK; Anomaly agents pile on Anomaly Proficiency (each point = +1% Anomaly DMG) with Anomaly Mastery and ATK; Stun agents chase Impact; Support and Defense agents require Energy Regen on Disc slot 6; and Rupture agents just need ATK, since Sheer Force equals ATK×0.3 plus a flat value. These are community-established targets, not official HoYoverse numbers.
Master table: stat targets & Drive Disc main stats by role
Quick Drive Disc primer: each Agent wears 6 discs (6 slots). Slots 1–3 have fixed main stats (slot 1 is always HP, slot 2 ATK, slot 3 DEF); only slots 4, 5 and 6 let you choose the main stat, which is why the table below only covers those three. Each S-rank disc also has 4 substats and gains 5 upgrades (at levels 3/6/9/12/15) — aim to have those upgrades land on the substats you actually want (CRIT, ATK %, Anomaly Proficiency…).
This is your quick-reference table. The "slot 4/5/6 main stat" columns are the Drive Disc main stats to farm for; the "focus" column is the substats to funnel rolls into. The numbers are community estimates for a level-60 Agent before Mindscape (Cinema) upgrades.
| Role | Slot 4 | Slot 5 | Slot 6 | Focus & targets |
|---|---|---|---|---|
| Attack | CRIT Rate / CRIT DMG | Elemental DMG % | ATK % | CRIT Rate : CRIT DMG at 1:2 (e.g. 65–75% / 130–150%+), high ATK |
| Anomaly | Anomaly Proficiency | Elemental DMG % / ATK % | Anomaly Mastery / ATK % | Stack Anomaly Proficiency + ATK; CRIT matters little |
| Stun | CRIT Rate / CRIT DMG | Elemental DMG % / ATK % | Impact % | Max Impact, then Energy Regen |
| Support | ATK % / HP % | ATK % / HP % | Energy Regen % | Energy Regen on slot 6 is mandatory |
| Defense | HP % / DEF % | HP % / DEF % | Energy Regen % / HP % | HP/DEF to tank, keep some Energy Regen |
| Rupture | CRIT Rate / CRIT DMG | ATK % | ATK % | ATK is king (Sheer Force); do NOT run PEN Ratio |
To instantly check whether your discs hit target, use the Drive Disc scorer, or paste your UID to see your whole squad at the ZZZ UID lookup.
Attack: build CRIT at a 1:2 ratio, then ATK
Attack agents are your main DPS, dealing damage through critical hits. The community's classic rule is to keep CRIT Rate and CRIT DMG at a 1:2 ratio (every 1% CRIT Rate paired with 2% CRIT DMG) to maximise average damage. In practice most players aim for CRIT Rate around 65–75% and CRIT DMG of 130–150%+, then pour the rest into ATK.
A community example is Zhu Yuan, an Ether Attack agent: her recommended stat priority runs CRIT Rate > CRIT DMG > ATK % > PEN > ATK. Because her signature W-Engine and passive already hand you a good chunk of both CRIT Rate and CRIT DMG, guides suggest a flexible rule — if your slot-4 disc rolls CRIT Rate, funnel ATK % into substats; if it rolls ATK %, funnel CRIT — as long as you land near that 1:2 ratio, plus a little PEN for her Ether damage. Exact numbers shift per Agent and W-Engine, so treat them as a reference. Disc main stats: slot 4 CRIT, slot 5 Elemental DMG %, slot 6 ATK %.
- 1Push CRIT RateAim for roughly 65–75%
- 2Push CRIT DMGReach 130–150%+, double the CRIT Rate
- 3Pour into ATKFunnel everything else into ATK
Anomaly: stack Anomaly Proficiency, mostly skip CRIT
Anomaly agents deal damage by triggering Attribute Anomalies (Burn, Shatter, Shock, Corruption…). The two core stats:
- Anomaly Proficiency: each point adds a flat +1% Anomaly DMG. This is the number-one stat to stack — put it as the slot 4 main. Community targets: on-field anomaly DPS usually aim for roughly 420–500 Anomaly Proficiency — e.g. Yanagi's optimal range is 450–500 (with a 375 minimum to trigger her Timeweaver W-Engine), while Jane Doe wants about 420 to cap her +600 ATK passive.
- Anomaly Mastery: each point is +1% Anomaly Buildup Rate, letting you trigger anomalies faster. This main stat only exists on slot 6. Note: for most on-field anomaly DPS, Anomaly Proficiency is the real damage stat; Mastery is worth less and is only a priority when you struggle to trigger anomalies or run a quick-swap style.
Because Anomaly damage cannot crit, CRIT is nearly useless here — don't waste substats on it. ATK still matters, though, since it multiplies into the formula. As for sets, Chaos Jazz comes up a lot, but read it carefully: it's the 2-piece that grants the flat +30 Anomaly Proficiency; the 4-piece adds +15% Fire & Electric DMG plus a buff when a teammate inflicts an Anomaly. Since the 4-piece only helps Fire/Electric, it's a set for Fire/Electric anomaly — not a universal pick (Ice and Physical anomaly use other sets).
Stun: everything for Impact
The Stun role's job is to build Daze until the enemy is Stunned, opening a window for your DPS to unload. Its signature stat is Impact: the higher it is, the more Daze each hit accumulates. So the slot 6 main is always Impact % — and since it's the hardest main to obtain, farm slot 6 first.
Impact is a raw additive stat, so there's no fixed 'golden number'; the rule is to squeeze every Impact source: the slot 6 main, an Impact-heavy W-Engine (e.g. Blazing Laurel or Flowing Flame for Lycaon), and a supporting disc set. Stun agents don't need to pump damage like a DPS, but many still keep some CRIT (slot 4) so their hits still bite, plus Energy Regen to cycle skills faster. A common priority order: Impact > Energy Regen > CRIT/ATK.
- 1ImpactPriority #1, mandatory slot 6 main
- 2Energy RegenHelps skills cycle faster
- 3CRIT / ATKKeep a little so the finisher still hits hard
- 4Example: LycaonRuns an Impact-heavy W-Engine like Blazing Laurel
Support & Defense: Energy Regen on slot 6 is mandatory
These two roles aren't measured by damage but by how consistently they keep the team going. Their common thread: the slot 6 main stat is almost always Energy Regen % — non-negotiable — so their buffs/heals/shields are always ready. It also stacks with the Swing Jazz 2-piece set bonus, so many supports (Nicole, Soukaku) run both to guarantee enough energy for their Ultimate/EX every rotation.
- Support: slots 4/5 depend on the Agent — some want ATK % (so their buffs scale off ATK), others need HP %. Substat priority: Energy Regen > that Agent's key buffing stat.
- Defense: leans on survival and shielding, so slots 4/5 target HP % or DEF % depending on what the Agent scales off. Keep Energy Regen on slot 6.
For both roles, don't force CRIT — they aren't your primary damage source.
Rupture: ATK is king, drop PEN Ratio entirely
Rupture is a newer role that deals Sheer DMG based on the Sheer Force stat. The formula is Sheer Force = current ATK × 0.3 + a flat value. This has one crucial consequence: Sheer DMG does NOT use PEN or PEN Ratio — those stats are useless here, so never pick them as a main or funnel substats into them.
So for Rupture, stack ATK as high as possible (slots 5 and 6 go ATK %) and keep CRIT on slot 4 so your normal hits still land hard. Yixuan is the exception: she also converts part of her Max HP into Sheer Force (10% HP + 30% ATK), so her build targets both HP and ATK.
- 1Current ATKThe formula's starting point
- 2× 0.3ATK × 0.3 is the scaling portion
- 3Add the Flat ValueYields final Sheer Force
- 4Exception: YixuanAlso converts 10% HP + 30% ATK into Sheer Force
FAQ
What's the ideal CRIT Rate to CRIT DMG ratio?
The community recommends a 1:2 ratio (every 1% CRIT Rate paired with 2% CRIT DMG) to maximise average damage. In practice many aim for roughly 65–75% CRIT Rate and 130–150%+ CRIT DMG on Attack agents. These are reference targets, not official numbers.
Do Anomaly agents need CRIT?
Almost never. Anomaly damage cannot crit, so CRIT Rate/DMG are largely useless for that portion of your damage. Instead stack Anomaly Proficiency (each point +1% Anomaly DMG), Anomaly Mastery on slot 6, and ATK. A reference target for on-field anomaly DPS is roughly 420–500 Anomaly Proficiency (e.g.
Yanagi 450–500,
Jane Doe ~420).
Why shouldn't Rupture agents use PEN?
Because a Rupture agent's Sheer DMG is based on Sheer Force = ATK × 0.3 + a flat value, and that formula ignores PEN and PEN Ratio. Those stats add nothing to their damage, so stack ATK instead of PEN.