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ZZZ 3.3 Shiyu Defense Floor 5 Guide (Oct 30 to Nov 13): Buffs, Enemy Info&Team Comps

Sana Li
Sana Li

2026-10-30 10:16:30

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Zenless Zone Zero Version 3.3 brings a new Shiyu Defense rotation, and Floor 5 challenges players with three Lv.70 combat rooms. Each room features different enemy weaknesses, resistances, and stage buffs, so using the same team strategy throughout the floor may not be the most efficient approach.


For the latest rumored character release schedule, check out our 👉 Zenless Zone Zero 3.3–3.5 Banner Leak: Clarret, Roxy, Searian and Phoenix Release Predictions to plan your pulls around upcoming banners.


This guide covers all three rooms, including their enemy stats, elemental matchups, scoring requirements, and team-building strategies. If you need more resources to strengthen your Agents, you can also top up Zenless Zone Zero on TOPUPlive.

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▍ZZZ Shiyu Defense 3.3 Floor 5 Overview


Floor 5 contains three rooms, each with two enemy waves. All enemies are Lv.70, and players must build their teams around the specific weaknesses and resistances in each room.


The stage uses a score-based ranking system. Dealing damage earns DMG Score, while defeating normal or elite enemies grants additional Elimination Score. Scores earned at different times also receive multiplier bonuses, with earlier performance rewarded more heavily.


Rank

Required Score

Rewards

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S Rank

25000

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A Rank

16000

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B Rank

8000

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Maximum Score

50000

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To reach S Rank, you need at least 25,000 points. Defeating enemies quickly is important because the earlier you complete the challenge, the higher your score multiplier can be.


▍ZZZ Shiyu Defense 3.3 Floor 5 Room 1 Guide


Room 1 favors Fire Anomaly Agents and teams capable of dealing Fire damage. Its enemies are generally weak to Fire, while Ice damage is resisted.


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Room Buffs

  • In this stage, dealing DMG to enemies earns you DMG Score. Defeating a single normal/elite enemy will grant you an instance of Elimination Score.
  • In this stage, scores earned at different times will receive additional multiplier bonuses. The earlier in the challenge, the higher the multiplier. The total score cap (including bonus) is 50,000.
  • Anomaly specialty Agents' Fire DMG increases by 20%.
  • When an Agent deals Attribute Anomaly DMG and triggers a critical hit, the squad recovers 20 Energy, and Attribute Anomaly DMG increases by 30% for 20 seconds. This effect can trigger once every 20 seconds.


Enemy Weaknesses and Resistances

Enemy

Weakness

Resistance

Wave

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Frenzied Maniac

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Fire

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Electric

Wave 1

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Wicked Wraith

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Fire

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Electric

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Miasma Ravager - Avarus

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Fire

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Ether

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Ice

Wave 2


Best Team Strategy for Room 1

Room 1 is best suited for Fire Anomaly teams, especially lineups built around Phoenix and Remielle. The stage buff increases Fire DMG for Anomaly specialty Agents and provides Energy recovery alongside an additional Attribute Anomaly DMG bonus when Anomaly damage triggers a critical hit.


The following team combinations are recommended:

Team

Agents

Team 1

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Phoenix

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Velina

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Remielle

Team 2

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Aria

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Velina

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Remielle

Team 3

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Jane Doe

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Velina

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Yuzuha

Team 4

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Alice

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Velina

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Remielle

Recommended Strategy: Prioritize Anomaly-focused lineups to take full advantage of the Fire DMG and Attribute Anomaly bonuses. Teams featuring Phoenix and Remielle are particularly worth considering. Against the boss, Miasma Ravager - Avarus, watch for its consecutive rolling attacks. Its three-hit blade attack can be countered with well-timed defensive parries.


▍ZZZ Shiyu Defense 3.3 Floor 5 Room 2 Guide


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Room 2 changes the damage requirements significantly. Physical and Electric are the main weaknesses, while Ether damage is resisted. Its buff benefits Agents with high Sharp DMG and rewards teams that can defeat Elite enemies.


Room Buffs

  • In this stage, dealing DMG to enemies earns you DMG Score. Defeating a single normal/elite enemy will grant you an instance of Elimination Score.
  • In this stage, scores earned at different times will receive additional multiplier bonuses. The earlier in the challenge, the higher the multiplier. The total score cap (including bonus) is 50,000.
  • Agents' Sharp DMG increases by 20%, and DEF increases by 20%.
  • When an Agent defeats an Elite enemy, Agents with the Stun specialty restore 30 Energy, and the whole squad restores 500 Decibels.


Enemy Weaknesses and Resistances

Enemy

Weakness

Resistance

Wave

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Guardian MK II

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Electric

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Fire

Wave 1

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Assault Gunner

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Electric

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Fire

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Lockspring

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Electric

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Physical

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Ether

Wave 2


Best Team Strategy for Room 2

Room 2 favors Electric and Physical damage dealers. Its boss, Lockspring, can prevent certain successful assist calls from activating Assist Follow-Up attacks, so teams should not rely entirely on that mechanic.


The stage buff increases Sharp DMG and DEF. Defeating an Elite enemy also restores Energy to Stun specialty Agents and grants the entire squad 500 Decibels.


The recommended team combinations include:

Team

Agents

Team 1

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Claret

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Norma

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Alexandrina

Team 2

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Ye Shunguang

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Dialyn

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Sunna

Team 3

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Seed

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Cissia

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Astra Yao

Team 4

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Starlight - Billy

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Dialyn

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Lucia

Team 5

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Nekomiya

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Dialyn

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Astra Yao

Recommended Strategy: Prioritize teams with strong Ice or Ether damage dealers, especially those that can benefit from the stage's increased damage and CRIT DMG bonuses. The boss, Black True Struggle, has aggressive attacks and can activate a Miasma Flow state. However, defensive parries can interrupt its attacks, and successfully parrying its powerful moves can put it into a weakened state.


▍ZZZ Shiyu Defense 3.3 Floor 5 Room 3 Guide


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Room 3 favors Attack specialty Agents dealing Ether or Ice damage. Its enemies are weak to Ice, but Physical damage is resisted, making the damage-type matchup especially important when selecting your final team.


Room Buffs

  • In this stage, dealing DMG to enemies earns you DMG Score. Defeating a single normal/elite enemy will grant you an instance of Elimination Score.
  • In this stage, scores earned at different times will receive additional multiplier bonuses. The earlier in the challenge, the higher the multiplier. The total score cap (including bonus) is 50,000.
  • Attack specialty Agents' Ether DMG and Ice DMG increase by 20%, and CRIT DMG increases by 40%.
  • When an Agent Stuns an enemy, their Stun recovery rate decreases by 15% for 15s; repeated triggers reset the duration.


Enemy Weaknesses and Resistances

Enemy

Weakness

Resistance

Wave

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Huskron

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Fire

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Ether


Wave 1

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Miasma Spawn

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Ether

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Physical


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Miasmic Komano Manato

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Ice

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Physical

Wave 2

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Miasmic - Huskron

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Ice

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Fire

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Electric


Best Team Strategy for Room 3

Room 3 is especially suitable for Ice and Ether damage dealers. Its stage buff increases Ether DMG and Ice DMG for Attack specialty Agents by 20%, while also providing a substantial 40% CRIT DMG bonus.


The recommended team combinations are:

Recommended Strategy: Prioritize teams with strong Ice or Ether damage dealers, especially those that can benefit from the stage's increased damage and CRIT DMG bonuses. The boss, Black True Struggle, has aggressive attacks and can activate a Miasma Flow state. However, defensive parries can interrupt its attacks, and successfully parrying its powerful moves can put it into a weakened state.


The stage also offers increased Ice and Ether damage, making these two damage types the preferred choices for this encounter.


▍Best Team-Building Tips for ZZZ Shiyu Defense 3.3 Floor 5


Because each room has different buffs and enemy matchups, preparing three specialized teams is generally more effective than using one lineup for every battle.


Room

Preferred Damage Type

Recommended Team Focus

Main Consideration

Room 1

Fire / Ether

Fire Anomaly damage

Take advantage of the Fire DMG and Anomaly bonuses

Room 2

Electric / Physical

Damage dealer + Stun Agent

Defeat Elite enemies to activate the Energy and Decibel rewards

Room 3

Ice / Ether

Attack specialty damage

Benefit from the Ether/Ice DMG and CRIT DMG bonuses

Additional Combat Tips:

  1. Match your damage type to enemy weaknesses. Room 1 favors Fire, Room 2 favors Electric and Physical, and Room 3 rewards Ice and Ether Attack damage.
  2. Make full use of each room's buff. The bonuses are different, so adjust your team rather than forcing the same damage dealer into every battle.
  3. Prioritize Elite enemies when appropriate. Room 2's Elite defeat effect restores Energy to Stun Agents and grants 500 Decibels to the squad.
  4. Clear waves quickly. Earlier score gains receive higher multiplier bonuses, making fast eliminations important for reaching the S Rank threshold.
  5. Avoid resisted damage types. Ice is resisted in Room 1, Ether in Room 2, and Physical in Room 3. Consider these matchups before committing to a lineup.


▍Conclusion


ZZZ Shiyu Defense 3.3 Floor 5 rewards players who adapt their teams to each room instead of relying on a single lineup. Use Fire or Ether damage in Room 1, Electric or Physical damage in Room 2, and Ice or Ether Attack damage in Room 3. Pay attention to the stage buffs, defeat enemies quickly, and aim for at least 25,000 points in each room to secure S Rank.


Looking for free Polychromes and other rewards? Visit our 👉 Zenless Zone Zero Codes (October 2026): All Redeem Codes & How to Redeem guide for the latest codes and redemption instructions.


Need more resources to build your Agents and prepare for future challenges? Visit TOPUPlive for convenient Zenless Zone Zero top-ups.


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Sana Li

Sana Li

game writer

I focus on writing guides, tips, and strategy content for popular games. I specialize in breaking down complex systems and economy mechanics, helping players save time and currency while staying ahead of the latest updates and limited-time events.

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