ZZZ Stat Targets by Role — CRIT, Anomaly & Impact Goals Table | Zenless Zone Zero

Updated: 03/07/2026
30-second summary

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.

RoleSlot 4Slot 5Slot 6Focus & targets
AttackCRIT Rate / CRIT DMGElemental DMG %ATK %CRIT Rate : CRIT DMG at 1:2 (e.g. 65–75% / 130–150%+), high ATK
AnomalyAnomaly ProficiencyElemental DMG % / ATK %Anomaly Mastery / ATK %Stack Anomaly Proficiency + ATK; CRIT matters little
StunCRIT Rate / CRIT DMGElemental DMG % / ATK %Impact %Max Impact, then Energy Regen
SupportATK % / HP %ATK % / HP %Energy Regen %Energy Regen on slot 6 is mandatory
DefenseHP % / DEF %HP % / DEF %Energy Regen % / HP %HP/DEF to tank, keep some Energy Regen
RuptureCRIT Rate / CRIT DMGATK %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.

Slots 1–3: FixedAlways HP, ATK, DEF — no choice
+
Slot 4: Signature StatCRIT or Anomaly Proficiency depending on role
+
Slot 5: DMG / ATKElemental DMG % or ATK % depending on role
+
Slot 6: Role SignatureATK%, Impact%, or Energy Regen% depending on role

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 %.

  1. 1
    Push CRIT RateAim for roughly 65–75%
  2. 2
    Push CRIT DMGReach 130–150%+, double the CRIT Rate
  3. 3
    Pour 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).

Anomaly ProficiencyEach point is +1% Anomaly DMG
+
Anomaly MasteryEach point is +1% Anomaly Buildup Rate
+
ATKStill matters — it multiplies into the formula
+
CRIT Rate/DMGNearly useless, don't waste substats

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.

  1. 1
    ImpactPriority #1, mandatory slot 6 main
  2. 2
    Energy RegenHelps skills cycle faster
  3. 3
    CRIT / ATKKeep a little so the finisher still hits hard
  4. 4
    Example: 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.

  1. 1
    Current ATKThe formula's starting point
  2. 2
    × 0.3ATK × 0.3 is the scaling portion
  3. 3
    Add the Flat ValueYields final Sheer Force
  4. 4
    Exception: 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.

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