Anime Zero sends you into rooms of enemies with two equipped weapon kits. The first useful result is a finished Story run, not a Zenless pull.
Before you queue
- Open the official experience and wait for the lobby.
- Press the Codes button on the right and redeem every string you have not claimed. Rewards and conflicts are on the codes page.
- Join the LY* group from the links page and claim a group reward if the lobby shows one. The exact group bundle is not published.
- Open the Arsenal. The current screen shows roll, equip, and lock controls, plus Normal and Lucky Spin actions. Odds are not published.
Fill both slots before matchmaking. You can switch kits during a run. Switching in is reported to grant +20% damage for 4 seconds. The T key is the switch reported in footage; if your client shows another bind, use the bind on screen.
First upgrades
Spend the starting skill-tree token on the damage node. That node is reported at +15% damage. Each weapon has its own tree, with damage, crit, defense, and speed branches. Exact node costs beyond that first damage point are not published.
Roll an enchant and keep Power if it appears. It is the early damage enchant. Hunter, Bloodlust, and Supernova are later names, and none of them has a published percent. One useful damage enchant is enough for act 1.
A Legendary weapon is the reported target before the first dungeon. An Epic kit can still teach range and cooldowns. Do not empty your rolls chasing Miyabi before you have cleared Story once.
The learning run
Create a Story lobby. Story, Defend, and Infinite are the visible modes. Story is the bounded route: acts unlock in order, and each act has its own material list. Sakamoto is the launch map and is reported to end in an Uzuki boss fight. HxH, added October 1, is the rubble map.
Pick a difficulty in the lobby. Easy is 0.85x enemy health. Move up only when clears feel safe. The payout table is on the difficulty guide.
During the run:
- Pull enemies into one pack, then spend an area skill. One hit on a pack beats three hits on loners.
- Only two enemies can attack you at once. Funnel the pack instead of standing in the middle.
- Blocking uses a guard bar. A perfect block spends no guard and knocks enemies back.
- Rubble cannot be deleted in one hit. The cap is 30% of its health per hit, so do not spend an ultimate on a wall.
- The last wave is a boss with its own skills. If your kit is on cooldown, make distance and watch the pattern. Bosses do not flinch from ordinary hits.
When the boss phase ends, you are done with the learning checkpoint even if the rewards were small.
What to fix next
| What failed | Next action |
|---|---|
| No skill came out | Return to the Arsenal and confirm the kit is in a slot |
| Waves felt slow | Read that weapon's skill tree and learn its range before rolling everything away |
| You were downed | Look at the defense branch, a health accessory, or the Luffy + Shanks pair |
| You need materials | Read the queue-screen drop list, then use the crafting guide |
| You want the fourth skill | Evolve the weapon. The ultimate stays locked until then |
Quests and achievements pay coins, gems, materials, and spins. Check them in the lobby before you queue again so the next run finishes an objective you already have. Titles with a simple clear requirement can be equipped as soon as the menu shows progress.
