Last updated: 27/May/2026

Best guide and build for Aria from ZZZ (Zenless Zone Zero). Aria is an
rank character with the Ether attribute who belongs to the
Anomaly Specialty and who is part of the Angels of Delusion faction.
Aria has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 2.6
Last build update
Patch 2.6
Last teams update
Patch 2.6
Last profile update*
27/May/2026
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Aria check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Core Passive Innate Stage Presence
Aria's Anomaly Proficiency increases by 45.
If Aria's 3rd hit of Basic Attack: Perfect Pitch lands a heavy attack on an enemy suffering an Ether, Electric, Fire, Physical, or Ice Anomaly, it will trigger Abloom, which resolves an additional instance of Attribute Anomaly DMG. The additional DMG is calculated as 13.8% / 7.2% / 17.9% / 1.25% / 1.8% per 10 points of initial Anomaly Mastery of the original Anomaly DMG. If the target is Stunned, the DMG ratio is further increased by 50%.
BASE ATK: 0
Additional Ability Collaborative Stage
When another character in your squad is a Stun or Support character, or shares the same Faction:
When Ether Veil is activated, 4 Fandom Power are generated on the field. This can trigger once every 1s.
When any squad member applies Corruption to an enemy, its duration is extended by 3s.
Basic Attack: Sweet Melody
Basic Attack: Perfect Pitch
Dodge: On-Beat Precision
Dash Attack: Silky-Smooth Combo
Dodge Counter: Slide-Shift Variation
Special Attack: Full-Sugar Electronica
Special Attack: Full-Sugar Electronica - No Ice
EX Special Attack: Fall Into Delusion
EX Special Attack: Instantly Hooked
Chain Attack: Dream Collab
Ultimate: 100% Energy
Assist Follow-Up: Encore Song
Defensive Assist: Clutch Save
Quick Assist: Shatter Fantasy
Energetic Sound Waves
Mindscape 1
Fantastical Beat
Mindscape 2
Delulu
Mindscape 3
Mechanical Angel
Mindscape 4
Tears in the Rain
Mindscape 5
Construct's Dream
Mindscape 6
Aria Stats at level 60 (including Core passive bonuses).
Aria images aren't available yet. They will be added soon!
Review
This tier list assesses Agents (characters) based on their combat potential in Zenless Zone Zero's most demanding contents - Deadly Assault (DA) and Shiyu Defense (SD). Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
Incredibly high damage output on an element that has many weaknesses and few resistances.
Low skill floor and has a variety of possible gearing options, making her very accessible.
Less susceptible to Anomaly and Disorder ICD issues than other Anomaly Agents.
Huh??
Is Anomaly but with a burst-focused playstyle that's dependent on stuns, limiting her team options.
Can have tricky buff management depending on personal and team Drive Disc sets.
Overly reliant on Ether Veils (and the other Idols really) for best performance.
Bad rolls may make you suddenly more poor.
Aria is an Ether Anomaly Agent who is able to both supply Ether Veils and deals most of her damage through Ablooms that scale with her Anomaly Mastery.
She revolves around a resource called “Fandom Power”, which takes the form of cute little cheering blobs that linger around the stage and that can be tracked via a lightstick gauge under her portrait.
Fandom Power has a cap of 8 and can be generated through:
Landing a Basic 4, or Aria’s alternate Special (1 stack)
Casting Aria’s EX Special (3 stacks)
Using Aria’s Chain Attack or having any Ether Veil be activated (4 stacks)
These can be consumed to quickly charge and enhance her Basic Attack, which when maxed out, is what triggers the Abloom on enemies hit while under an Attribute Anomaly, doing additional damage to stunned targets.
After using her Ultimate, Aria will not only activate “Ether Veil: Delusion Reprise” - a middling 50 Flat ATK buff, but generating 4 stacks of Fandom Power - she will also enter the “Moment of Delusion” state and gain “All-Out Cheering Stacks”, which further enhance her Basic Attack and give her free uses of it respectively.
This results in a rather simple gameplay loop: build up at least 4 Fandom Power stacks before a stun, use her Ultimate to top things off, then land as many enhanced Basic Attacks as possible in that short window, making use of EX Specials and Chain Attacks to top up where needed.
Aria’s Core Passive provides an unconditional 90 Anomaly Proficiency and is the determining factor for her Abloom mechanic.
Ablooms are triggered when Aria lands a fully charged enhanced Basic Attack on an enemy, and it works as an extra tick of Anomaly damage: whenever a character is suffering from any Attribute Anomaly of the 5 elements (Ether, Electric, Fire, Ice, Physical), Abloom will deal a percentage of the existing Anomaly currently inflicted. For Aria, if an enemy is taking 10,000 DMG Corruption ticks, the scaling rate on her Ablooms means it’d deal 2750 DMG.for every 10 points of Anomaly Mastery.
This value is then further increased by 50% when a target is stunned. Note that this isn’t a DMG Bonus %, but an increase to the ratio of the scaling itself, making it significantly more powerful on top of Stun DMG Multiplier bonuses.
Her Additional Ability requires Stun, Support or same faction Agents, and it’s this that gives her the 4 Fandom Power generation on Ether Veil activation, with a 1 second cooldown. It also has the added benefit of increasing Corruption duration on targets by 3 seconds, which can help with Disorder scaling.
As Aria’s Ablooms can only be triggered through her enhanced Basic Attack, it is through it that most of her damage comes from.
She has a standard Basic Attack string, “Sweet Melody”, which isn’t particularly outstanding in any way, but does generate 1 Fandom Power stack after its 4th hit.
As for her enhanced Basic Attack, “Perfect Pitch”, it can be accessed by holding down the Basic Attack button at any time, and it will cause Aria to begin charging it up. There are 3 levels total, and it’s only when maxed out that it triggers Ablooms.
Charging is very slow though, but by using Fandom Power, the charge time can be shortened. After a Basic 4, alternate Special, EX Special, Quick Assist, Chain Attack, Ultimate, or a level 3 enhanced Basic Attack, Aria will consume 1 Fandom Power stack to skip a charge level. It also has the extra effect of increasing the Ether Anomaly Build-up of the attack by 10%, stacking twice, but this buff will disappear once the attack ends.
Having 3 levels total, this means that with 2 Fandom Power stacks, Aria will immediately activate a level 3 enhanced Basic Attack with no time spent charging and maxing out the build-up buff.
So it’s by building up Fandom Power and landing as many enhanced Basic Attacks as possible that Aria gets the most damage out.
There are multiple Specials and EX Specials that Aria has access to, with some more useful than others. She has a standard Special, which is not worthy of note, and an alternate Special, which can be used after her Basic 4, Assist Follow-Up, Chain Attack or Ultimate, and it generates 1 Fandom Power. When out of energy, combining this with Basics is the most efficient way to generate stacks.
As for EX Specials, Aria also has 2, both of which generate 3 Fandom Power if they hit enemies. The first is used regularly when 40 energy is available, and the second is only usable if linked onto directly after the first, being marginally stronger.
Aria’s Dodge, Dash Attack and Dodge Counters are mostly unremarkable, but they do have a unique mechanic where it will not interrupt the Basic Attack string count. This means that dodging does not delay her progression to the final hit of her Basics for Fandom Power generation.
The Dodge Counter can shortcut to her regular Basic 3, but offers little besides that.
Her Quick Assist, Defensive Assist and Assist Follow-Up are similar, having no real redeemable characteristics, with only her Quick Assist being able to shortcut to both her regular Basic 3, or to an enhanced Basic Attack charge.
Both Chains and Ultimates are very important to Aria’s gameplay loop owing to their Fandom Power generation. As mentioned before, her Chain Attack provides 4 stacks on activation, and it has an decently high Anomaly Build-up multiplier, so it often sets her up with a Corruption for Abloom triggers.
Her Ultimate does too, owing to the Ether Veil that it provides. This has been covered previously, but it’s worth expanding on the Moment of Delusion and All-Out Cheering stacks generated by this skill.
Moment of Delusion is a special buff state that Aria will enter for 15 seconds after using the Ultimate, and during this time, her enhanced Basic Attacks are upgraded to deal more damage. When entering the state, 3 All-Out Cheering stacks are generated, and each one functions as a free Level 3 upgrade to her enhanced Basic Attack.
So instead of using up 2 Fandom Power, Aria will prioritise using up an All-Out Cheering stack and gain a “free” use of her enhanced Basic instead. This equates to 2 Fandom Power stacks each, and if Aria ends the Moment of Delusion state while still stocked on All-Out Cheering, each stack will convert into 2 Fandom Power.
Like her Chain Attack, this also has a very high Anomaly Build-up multiplier, and given that it both upgrades her Basic Attacks and gives up to 5 uses of it, opening Stun with it is a good way to set-up for burst.
Aria’s gameplan is fundamentally very simple: try to keep her on-field and land her Basic 4, alternate Special and EX Special to generate Fandom Power stacks, then consume them to both maintain Anomaly and deal damage via Ablooms on enemies with her Level 3 Perfect Pitch (enhanced Basic Attack).
Be careful to not use it if enemies have no Anomaly on them, as Abloom will not trigger, and ideally have it be Anomaly sourced from a built character (avoid triggering it on an Anomaly built by a generic Support Agent for example).
As stun approaches, save up at least 4 Fandom Power and energy for one EX Special, set-up buffs where needed, and then get ready to unload.
Assuming that said resources have been built:
Ultimate (Enemy Stuns)
Cancel Chain
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Swap to another character for an Ether Veil trigger (e.g. Sunna EX2 or Zhao)
Aria Quick Assist
Level 3 Perfect Pitch
Level 3 Perfect Pitch
EX Special
Swap to another character to trigger Chain
Aria Chain Attack
Cancel Chain
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Level 3 Perfect Pitch
Depending on the team and enemy stun duration, try to land somewhere between 10 to 12 Level 3 Perfect Pitch (enhanced Basic Attacks) during it.
There are optimisations which ride on her team and Drive Disc set-ups. For example, if using Phaethon’s Melody, then ally EX Specials will need to be used before and during the combo (ideally during the Ether Veil trigger point).
If there are no characters that can provide Ether Veil, then it’s far more important to have Ultimate be used before a stun, so that Aria can do double Chain Attacks and have enough Fandom Power generated from them to make up for the loss.
Build and teams
The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.
The W-Engine calculations below are team-buffed calculations and here's the team we used for them:
100.00%
88.05%
85.10%
83.78%
83.16%
102.17%
As it turns out, Phaethon's Melody is Aria's best 4-piece option for Drive Discs. Compared to Shining Aria it provides more Anomaly Proficiency and has its DMG % Bonuses be up regardless of an enemy's stun status, however it should be kept in mind that it has strict player demands for it to truly be better. With it needing EX Special uses by other Agents to get full benefit, it needs not only high Energy Regen on the rest of the team to maintain its uptime, but constant juggling between Agents to keep up with its 8 second buff timer. So while it is the better option, that is only true for players that are willing to actively manage it.
Best combined with your choice of 2-PC Set:
Freedom Blues
Chaos Jazz
Shining Aria
Chaotic Metal
100.00%
Shining Aria lives up to its namesake, being a decent option for Aria. It falls short of being the strongest on paper, but it is far easier to use than Phaethon's Melody, with its strength being determined by the number of stuns in a fight. As much of Aria's burst takes place in stun anyways, it's a hassle-free pick that takes second place, but is decidedly worse compared to a well managed Phaethon's.
Best combined with your choice of 2-PC Set:
Phaethon's Melody
Freedom Blues
Chaos Jazz
Substats: Anomaly Proficiency > ATK% > PEN > ATK
ATK: 2600 - 2900+
HP: 9500+
DEF: 750+
Anomaly Proficiency: 330 - 420+
Anomaly Mastery: 184 - 244
Basic Attack
Assist
Special Attack
Chain Attack
Dodge
Teams & Synergy
Below we list only the most important synergies for Aria. The character can work with others if you know what to do and how to use them.
Yuzuha
Sunna - Sunna is a perfect match: she provides strong buffs, her Cat's Gaze scales strongly with Anomaly Agents, and she can supply frequent Ether Veil refreshes that mean Aria rarely goes without Fandom Power stacks when she needs them. Considering how stun-oriented Aria is, Sunna's Stun DMG Multiplier makes for great synergy, and they even have "Coordinated" attacks which slightly increase multipliers. As for Yuzuha, while it is true that Aria would like a Stunner, the raw buff value from the former means that she's a highly competitive pick, not to mention that double support comps are able to more easily maintain full Astral Voice buff stacks.
Lycaon - As Aria is an Anomaly Agent that works best when bursting in Stun, she'd ideally be run with a Stunner, but few have matching Additional Abilities that would function. Lycaon, then, is one of the few available options: he provides a generic 30% DMG Bonus and can increase enemy Stun DMG Multiplier. Although he isn't an ideal choice, he is certainly one of the best non-limited options, often having synergistic elemental weaknesses with Ether and not demanding much field time that could be spent on Aria.
Dialyn - Dialyn may be giving up on her Additional Ability, which both reduces her own personal damage contribution and has her miss out on a 40% DMG Bonus for the whole team. Even with these limitations, she is still a decently strong option owing to her obscene Daze build and Ultimate conversion mechanic. Given that Aria wants to be bursting in stun and benefits massively from her Ultimate's Ether Veil and All-Out Cheering stacks, the 2 can still make for an effective pair even with the lacking synergy.
Trigger
Zhao - Both Trigger and Zhao are fine options for Aria: Trigger may not get her Additional Ability, but that isn't necessary for her unconditional Stun DMG Multiplier increase and Spectral Gaze DEF Shred, all the while still providing good Daze build. Zhao also works as a competent universal support, with the added benefit of being able to supply Ether Veils, occasionally topping up Aria with more Fandom Power as a result.This section lists most popular teams featuring Aria in the current phase of Shiyu Defense.
There are no teams featuring Aria who have cleared Shiyu Defense in the current cycle.
This section lists most popular teams featuring Aria in the current phase of Deadly Assault.
There are no teams featuring Aria who have cleared Deadly Assault in the current cycle.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important. As usual, don't compare the numbers between characters.
ZZZ has changed a lot from 1.0 - many new mechanics, enemies characters have been introduced and biggest of all the game has a new competitive endgame mode Deadly Assault. Deadly Assault is based around dealing as much damage as possible in 180 seconds, because of this we're changing our calculation style away from a focus on burst to instead focus on extended fights over 3 minutes (180s). Also, many Mindscapes, Disc Drive and W-engine calculations can meaningfully change when factoring in the buffs of an Agents best team, for this reason we're also adding a new feature, allowing you to see damage output with one of the agents best teams buffs factored in.
The W-Engine calculations below are team-buffed calculations and here's the team we used for them:
The Ether Anomaly Build Up RES does not do much for Aria, as outside of Disorder teams, she is maintaining Corruption constantly on enemies regardless. The CRIT DMG bonus however, is very good, as it is a unique multiplier that sees no dilution. Note that as the CRIT Rate scales with her Anomaly Mastery (needing 250 to cap out), it is very dependent on having her Signature W-Engine to reach its full potential.
This can either be a strong or middling Mindscape, owing to its DEF Shred property. It gets stronger during Moment of Delusion (the buff state after Aria's Ultimate), but even then, as an increasing number of bosses have lower DEF, the % increases do not do as much for damage against them over regular DEF bosses.
The extra Energy and Decibels from this Mindscape can help with better Ultimate alignment in routes, but this isn't likely to give additional Ultimates over the course of a fight. It can range from no gain to a decent improvement depending on how the extra resources are managed.
As far as Mindscapes go, this is incredibly strong, being one of the most impactful M6s among damage dealers. The additional Decibels on start can give her enough for an additional Ultimate in certain fights when paired with her M4, and the fact that she does not exit Moment of Delusion once entering it significantly increases the value of her M2. She gets more damage through the % bonuses on her Basic and Ultimate (which translate to Ablooms) and gets far more uses of her enhanced Basic owing to the constant All-Out Cheering stacks. Do note that while this Mindscape has the potential for absurd damage increases, certain teams and encounters do not afford her enough time to get all that many additional stomps (like Discordant Solo) which may significantly lower its effectiveness compared to what is calculated here.
Shiyu Defense / Deadly Assault
This section contains information about Aria performance in the latest Shiyu Defense and Deadly Assault cycles. The page will be automatically updated every patch once enough data is gathered.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!
Shiyu Defense Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Deadly Assault by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Aria in the current phase of Shiyu Defense.
This section lists the characters that were most commonly paired with Aria in the current phase of Deadly Assault.