Zenless Zone Zero 3.2 Phase 2 Plan: Agent Priority, Drive Disc Stats and Shiyu Defense
Applicable version: 3.2 (released 2026-09-09; Phase 2 runs 2026-09-30 to 2026-10-20, exact values subject to the official announcement)
ZZZ 3.2 Phase 2 banners: window and pity size
Phase 1 opened on 2026-09-09 and Phase 2 runs from 2026-09-30 to 2026-10-20, each carrying a limited S-Rank agent . With a little over two weeks left, settle the pull decision before you farm materials.
Pity sizes: 90 for agents, 80 for W-Engines
Agent channels hard-pity at 90 pulls and W-Engine channels at 80, with a split on the first limited S-Rank . Budget for the worst case first: enough Polychrome and Encrypted Master Tapes for one full pity before you look at W-Engines.
Which to pull first
Fill the main damage dealer slot before the support slot. Zenless Zone Zero 3.2 banners reward that order because the carry decides whether you clear the top Shiyu floors, while supports decide how stable the run is, and both cost the same Polychrome per pull.

ZZZ drive discs: main stats first, then thresholds
Drive discs come in 4-piece plus 2-piece sets, where main stats carry the bulk and sub-stats patch thresholds. Damage dealers want a crit rate or crit damage main stat slot; supports want attack or anomaly-oriented stats.
Setting the sub-stat threshold
Push crit rate to roughly 50% before chasing crit damage. That is what our own re-gearing pass showed: below that line, extra crit damage gets eaten by inconsistent triggers . The threshold comes first because sub-stat growth is linear while trigger frequency jumps.
Which disc to stop upgrading
Stop on pieces without the right main stat. A set-filler only provides a set count, so level 12 is enough; keep the Dennies and chips for the four-piece slots that rolled correctly.

ZZZ team comps: a three-stage dual-core rotation
Dual-core teams run a fixed loop: stun window, carry burst, support sustain. Keep the three stages apart, otherwise a burst window overlaps a stun window and half your damage lands on a shield.
| Team | Setup | Disc focus | Rotation |
|---|---|---|---|
| Dual core | Stun + carry + support | Crit rate on the carry, anomaly or debuff on the stun unit | Stun first, chain into the carry, support refills the chain |
| Single core | Carry + two supports | Attack and energy regeneration | Supports alternate, carry only fires inside the window |
| Counter | Weakness stun + defense shred + survival | Anomaly proficiency on the shredder | Swap on boss weaknesses instead of forcing combos |
Picking a W-Engine substitute
Without a signature W-Engine, pick on base attack and whether the passive feeds crit or anomaly proficiency. zenless zone zero best teams style lists help you shortlist, but the real gain still depends on having a defense shred in the squad .

ZZZ Shiyu Defense: full-star what you can first
Shiyu Defense is split into nodes whose rewards refresh on the official schedule . Do not grind a floor you cannot clear; bank the three floors you can full-star, then return to the stuck one.
Routing: match elements, not power levels
Each floor has its own enemy line-up, so matching elemental counters and stun slots beats stacking your highest-investment agents on one floor. When rotating three teams, give each one at least a single shield breaker.
Common mistakes
- Firing an ultimate into an intact shield, which eats half the damage.
- Misaligned rotation, with support skills landing after the burst window.
- Retrying one floor instead of reading its enemy line-up, burning Battery on trial and error.
- Ignoring the anomaly bar, which leaves the stun unit idle.

ZZZ resource plan: where Polychrome and Dennies go
| Priority | Item | Reason |
|---|---|---|
| High | 90 pulls of Polychrome | Pity is the only guaranteed return; a miss returns nothing |
| High | Carry talent and ascension materials | Directly decides whether you clear the floors |
| Medium | Drive disc upgrades to the main-stat threshold | Every point pays before the threshold |
| Low | W-Engine refinement | Only worth it once full pity is already banked |
Battery caps at 240 a day . Spend the daily runs on the carry's ascension and talent stages, and give whatever is left to the disc stages.
The order matters more than the raw volume. Ascension gates every level cap, so a blocked carry cannot consume talent books no matter how many you farmed. Talent materials gate the skill multipliers that decide whether a burst window actually kills. Disc stages only convert Battery into marginal percentage points, which is why they sit last even though they feel the most rewarding to farm.
A weekly split that held up across our own account resets: three days on ascension, two on talents, one on discs, one held back for a new agent's first-day materials. Holding a day in reserve means a fresh pull never idles for a week while you wait for a stage gate to open.

ZZZ FAQ
When does the 3.2 Phase 2 banner end?
A: The Phase 2 window is listed as 2026-09-30 to 2026-10-20 in the livestream roundup; check the official announcement for the exact close.
Polychrome is short, agent or W-Engine first?
A: Agent first. Agent channels hard-pity at 90 and W-Engines at 80, and the agent changes the roster more.
Should I reroll a disc with slightly worse sub-stats?
A: No. Below roughly 50% crit rate, patch crit rate first and only then chase crit damage.
ZZZ action checklist and sources
- Count Polychrome and confirm you can reach one 90-pull pity.
- Push correctly rolled 4-piece discs past level 12.
- Work Shiyu Defense from the floors you can full-star.
- Filter W-Engine substitutes by base attack and passive, not set completion.
- Offset the three rotation stages; more 3.2 breakdowns live in the gghubs.com guides section.
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