ZZZ 2.6 Banner Leak Overview
Version 2.6 launches February 6, 2026 at 11:00 AM UTC+8 with three new S-Rank agents. Phase 1 (Feb 6-27) features Sunna (Ice Support) and Aria (Ether Anomaly DPS). Phase 2 (Feb 27 - Mar 20) showcases Nangong Yu (Physical Stunner) with mace flail weapon.
Hard pity hits at 90 pulls requiring 14,400 Polychrome. Each pull costs 160 Polychrome or 1 Master Tape. Worst-case demands 180 pulls (28,800 Polychrome) to guarantee the featured S-Rank through 50/50 system. S-Rank base rate: 0.6%, total 1.6% on character banners.
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Confirmed Banner Information
Official announcements confirm the February 6, 2026 launch and three-agent lineup. Sunna's kit includes Mesmerized Marks dealing 500% ATK damage with 50% CRIT DMG bonus lasting 12 seconds—high-value support. Aria functions as main DPS Anomaly agent specializing in Ether damage. Nangong Yu fills Physical Stunner role with crowd control.
Each version runs 42 days with 21 days per phase. Version 2.5 launched December 30, 2025, providing clear accumulation windows between versions.
Leak Accuracy Track Record
Banner leak accuracy remains consistently high, with character reveals surfacing 3-4 weeks before official announcements. Beta testing provides reliable data on agent kits and banner structures.
Pity mechanics haven't changed since launch: soft pity starts at pull 75 (S10/S17 servers) or pull 80 (S1-S4 servers). Pity carries over between same-type banners, preserving progress across Exclusive Channel rotations.
Complete Banner Order for Version 2.6
Phase 1 (Feb 6-27, 2026): Dual S-Rank banners with Sunna and Aria running simultaneously. 21-day window for resource accumulation.

Phase 2 (Feb 27 - Mar 20, 2026): Nangong Yu solo featured S-Rank. Another 21-day cycle.
Dual-banner Phase 1 requires strategic prioritization—both agents share the same Exclusive Channel pity counter. Commit to one banner before switching to avoid wasting pity. The 50/50 system applies independently: losing on Sunna's banner guarantees your next S-Rank on her banner specifically, not Aria's.
Phase 1 Strategy
Sunna (Ice Support): 500% ATK damage Mesmerized Marks provide substantial team damage amplification over 12 seconds. Valuable for Shiyu Defense high-score runs. Best for players with established DPS rosters lacking dedicated support.
Aria (Ether Anomaly DPS): Fills specialized niche for players lacking strong Anomaly-focused agents. Shines in content requiring sustained Anomaly buildup. Lower priority if you have existing Ether damage dealers.
Phase 2 Focus
Nangong Yu (Physical Stunner): Mace flail weapon suggests AoE stun capabilities for Hollow Zero and Combat Simulation. Priority for players lacking Physical damage options or dedicated Stunners.

Single-banner structure simplifies decisions but compresses pulling window. Players exhausting Phase 1 resources have exactly 21 days to accumulate for Phase 2.
W-Engine Considerations
W-Engine banners run parallel with hard pity at 80 pulls (12,800 Polychrome). Signature weapons provide 15-25% performance increases but compete with character budgets. Prioritize securing characters before W-Engines unless you've guaranteed target agents.
W-Engine pity operates separately and doesn't interfere with character progress. However, identical Polychrome cost makes every W-Engine pull a direct trade-off against character attempts.
90-Pull Budget Math
Hard pity triggers at exactly 90 pulls: 14,400 Polychrome (90 × 160). The 50/50 system means only half will be featured characters. Guarantee activates after losing 50/50, ensuring next S-Rank within 90 pulls is featured.

Worst-case scenario: 180 pulls (28,800 Polychrome)—90 pulls to hit pity and lose 50/50, then another 90 for guaranteed pity. This assumes zero soft pity luck.
Soft Pity Statistics
Soft pity begins at pull 75 (S10/S17) or pull 80 (S1-S4). During soft pity, S-Rank rate increases progressively. Statistical analysis shows 60-70% of S-Rank pulls occur during soft pity window (pulls 75-85).
Budget for full 90 pulls as safety margin. Relying on soft pity creates risk—conservative planning assumes full hard pity.
50/50 Loss Scenario
50/50 system grants 50% chance of featured S-Rank on first Exclusive Channel S-Rank pull. Losing awards standard S-Rank (Grace, Koleda, Lycaon, Nekomata, Rina, or Soldier 11). Next S-Rank becomes guaranteed featured character.
Entering 2.6 with guarantee: Budget 14,400 Polychrome.
On 50/50 status: Prepare 28,800 Polychrome for worst-case.
Check Signal Search history to verify current guarantee status before pulling.
Pity Carry-Over
Pity carries over between same-type banners across versions. 45 pulls in Version 2.5 means starting 2.6 at 45 pity—only 45 more pulls to hard pity. Applies to both pull count and guarantee status.
Stopping at 70-80 pity in 2.5 enters 2.6 in soft pity range, dramatically increasing early S-Rank chances. Pity does NOT carry between different banner types (Exclusive Channel ≠ W-Engine/Bangboo).
Resource Accumulation: 2.5 to 2.6
F2P players earn 8,000-12,000 Polychrome per 42-day version:
- Daily commissions: 60 Polychrome/day = 2,520 over 42 days
- Events: ~2,000 Polychrome
- Shiyu Defense: 1,200-1,800 (1.5 monthly resets)
- Combat Simulation: 1,800-3,000 (6 weeks)
- Story rewards: 500-800
Active players completing all content accumulate 10,000-12,000 Polychrome (62-75 pulls) per version.
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Event Rewards
Each version features 3-4 major events distributing 1,500-2,500 Polychrome combined. Version 2.6 should offer ~2,000 Polychrome through limited-time events requiring 15-30 minutes daily over 7-14 days.
Additional Master Tapes bypass Polychrome conversion. Version 2.5 distributed 10-15 Master Tapes (1,600-2,400 Polychrome value). Expect similar quantities in 2.6, adding 10-15 pulls to total budget.
Endgame Content Earnings
Shiyu Defense: 800-1,200 Polychrome per monthly reset. Version 2.6's 42 days spans 1.5 resets = 1,200-1,800 Polychrome.
Combat Simulation: 300-500 Polychrome weekly. Over 6 weeks = 1,800-3,000 Polychrome.
Combined endgame content contributes 3,000-4,800 Polychrome per version—nearly one-third of F2P income.
New vs Veteran Accounts
New players: Access Stable Channel guaranteeing S-Rank within 50 pulls with 20% discount on first five 10-pulls. Offers Grace, Koleda, Lycaon, Nekomata, Rina, or Soldier 11. Progress doesn't apply to Exclusive Channel—still need full 90-pull budgets for limited agents.
Veterans: Benefit from completed one-time sources but lack Stable Channel discount. Advantage lies in accumulated Inter-Knot Reputation, Hollow Zero exploration, and story completions. Veterans with saved resources may hold 20,000-30,000+ Polychrome for multi-agent acquisition.
Polychrome Farming Optimization
Daily commissions: 60 Polychrome for 10-15 minutes. Complete every day for 2,520 Polychrome over 42 days (15-16 pulls). Missing one week costs 420 Polychrome (2-3 pulls).
Weekly tasks: 200-400 Polychrome weekly requiring 30-60 minutes. Totals 1,200-2,400 over 6 weeks.
High-Priority Tasks
Daily Must-Complete:
- 4 Video Store commissions (60 Polychrome)
- Spend 120 Battery on Hollow Zero/Combat Simulation
- Check Bangboo merchant for discounted Master Tapes
- Claim daily login rewards
Weekly High-Value:
- Clear all Combat Simulation stages (300-500 Polychrome)
- Complete Inter-Knot Reputation missions (150-250 Polychrome)
- Participate in limited events (variable Polychrome + Master Tapes)
- Check Signal Search for A-Rank guarantee progress
One-Time Sources
Story chapters: 500-800 Polychrome through completion rewards and achievements. Version 2.6's Angels of Delusion storyline provides immediate Polychrome for Day 1 pulling.
Exploration achievements: 400-600 Polychrome through new Hollow Zero zones. Thorough first-week exploration maximizes early pulling power.
Inter-Knot Reputation
Reputation levels award 100-200 Polychrome per level plus occasional Master Tapes. Players with unclaimed levels should prioritize this system. Version 2.6 may introduce cap increases for veteran players.
Reputation experience comes from commissions, story chapters, and exploration. Cumulative Polychrome from unclaimed levels can add 1,000-2,000+ to total budgets.
Banner Priority Framework
Sunna (Ice Support): Best for Ice-focused teams. 500% ATK Mesmerized Marks provide damage amplification. High value if running Ice DPS agents, less impactful for other elements.
Aria (Ether Anomaly DPS): Competes with existing Anomaly agents. Peaks for players lacking Ether damage dealers or building Anomaly teams. Evaluate if she offers meaningful improvements over current solutions.
Nangong Yu (Physical Stunner): Addresses demand for crowd control specialists. Physical teams lacking Stunners benefit most. Assess if mechanics justify 14,400-28,800 Polychrome investment if you have existing Stunners.
Account Gap Analysis
Identify missing roles, not meta rankings. Players lacking Support agents gain more from Sunna than a third DPS. Accounts without Stunners should prioritize Nangong Yu over redundant damage dealers.
Element coverage matters: Players weak in Ice/Physical should consider Sunna/Nangong Yu. Lacking Ether options? Prioritize Aria. Balanced coverage enables consistent Shiyu Defense clears regardless of rotation modifiers.
Rerun Predictions
Limited agents rerun 6-9 months after initial release based on historical patterns. Players willing to wait can skip 2.6 and accumulate resources. However, this delays roster improvements and may impact current content performance.
Angels of Delusion's three-agent release suggests potential synergy bonuses. Collecting all three requires 43,200-86,400 Polychrome (270-540 pulls) worst-case across both phases—exceeds F2P capabilities, necessitating selective targeting.
Common Banner Mistakes
Gambler's fallacy: You're not due for S-Rank after bad luck. Each pull before soft pity maintains base 0.6% rate. Only hard pity (90 pulls) and soft pity (75/80 pulls) affect odds. Don't pull based on perceived luck patterns.
Splitting pulls: Performing 40 pulls on Sunna then switching to Aria wastes accumulated pity. Commit to one banner until reaching target or guarantee before switching.
W-Engine Trap
W-Engines offer 15-25% performance increases but cost 12,800 Polychrome (80 pulls). New/mid-game players gain more from expanding rosters than optimizing existing agents. Only invest after securing desired characters.
W-Engine pity doesn't transfer to character banners. 40 pulls on W-Engines lose those resources without building character pity—delays guarantees and reduces roster growth.
Ignoring Guarantee Status
Guarantee applies to specific banner types, not individual characters. Losing 50/50 on Sunna's banner gives guarantee for Sunna specifically—switching to Aria resets to 50/50.
Check Signal Search history before pulling. History shows last S-Rank and whether featured/standard, clearly indicating guarantee status. Verify to avoid unexpected standard S-Ranks.
Last-Day Panic
Banner deadlines create urgency leading to hasty decisions. Waiting until final hours (Feb 27 or Mar 20) risks miscalculating resources and missing guarantees by 5-10 pulls.
Maintain 1,600-3,200 Polychrome buffer (10-20 pulls) to prevent shortfalls. Accounts for miscounted pity, forgotten guarantee status, or maintenance extensions.
Emergency Top-Up Strategy
Calculate exact deficit: subtract current pity from 90 (or 180 for guarantee). Player at 70 pity needs 20 pulls (3,200 Polychrome), not arbitrary amounts. Prevents overspending on larger packages.
First-time bonuses: Double Polychrome on initial purchases of each tier, halving cost-per-pull. Prioritize doubled packages for emergency top-ups. Bonus resets per tier.
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Package Comparison
Larger packages provide better Polychrome-per-dollar ratios, but only if needed. Needing 3,200 Polychrome wastes money buying 6,400 unless planning future pulls. Calculate exact needs first.
Monthly passes and battle passes offer superior long-term value versus direct purchases. Time-gated over 30 days—unsuitable for emergencies but excellent for planned spending.
F2P vs Low-Spender Strategy
Pure F2P: Secure one guaranteed S-Rank every 1.5-2 versions through 8,000-12,000 Polychrome income. Requires strict prioritization—skip multiple banners to accumulate 28,800 for worst-case. Success depends on selective targeting and patience.
10,000-12,000 per version = 62-75 pulls. Winning 50/50s enables one S-Rank per version. Losing extends to two versions per guaranteed agent. Always assume worst-case when planning.
Monthly Pass Value
Monthly passes typically provide 2,500-3,500 Polychrome over 30 days for $5-10 (15-22 pulls). 50% better value than direct purchases, adds 30-40% to F2P income. Monthly buyers can target one guaranteed S-Rank per version.
Battle passes distribute 1,500-2,500 Polychrome plus Master Tapes over 42 days. Combined with monthly pass: 4,000-6,000 additional Polychrome per version for aggressive pulling or W-Engine investments.
Dolphin Strategy
Moderate spenders can acquire one featured S-Rank + signature W-Engine per version through F2P income + monthly purchases. Requires ~27,200 Polychrome (14,400 character + 12,800 W-Engine), achievable through 12,000 F2P + 15,200 spending.
Prioritizes meta-relevant agents with high-impact weapons over collecting multiple characters. Builds smaller but highly optimized rosters maximizing performance per agent.
When to Skip
Skipping accelerates future guarantees. Skip 2.6 entirely to enter 2.7 with 20,000-24,000 Polychrome (F2P income + carried resources), enabling immediate guarantees. Works best when current banners offer minimal improvements or anticipated future agents provide higher value.
Evaluate relative value: player with functional Ice teams gains minimal value from Sunna versus waiting for game-changing additions. Prevents resource waste on incremental upgrades.
Version 2.6 Timeline
Launch: February 6, 2026 at 11:00 AM UTC+8
Phase 1: Feb 6-27 (Sunna + Aria) - 21 days
Phase 2: Feb 27 - Mar 20 (Nangong Yu) - 21 days
Total duration: 42 days
Complete story early to maximize event participation and Polychrome farming.
Maintenance Schedule
Updates require 3-5 hour maintenance starting 6:00 AM UTC+8. Pre-download available 24-48 hours before, minimizing downtime. Complete pre-downloads for immediate access when servers reopen.
Maintenance compensation: 300-600 Polychrome plus resources. Factor into final pull calculations. Extended maintenance increases compensation, but don't rely on this for guarantees.
End-of-Version Deadlines
Phase 1 ends precisely Feb 27 maintenance start. Phase 2 concludes Mar 20. No extensions or grace periods. Last-minute pulling on Mar 19 carries risk if maintenance starts early.
Plan final pulls 24-48 hours before deadlines for safety margins. Prevents missing guarantees by minutes due to server congestion, payment delays, or emergencies.
FAQ
How many pulls to guarantee S-rank in ZZZ 2.6?
90 pulls (14,400 Polychrome) for hard pity. Worst-case: 180 pulls (28,800 Polychrome) for specific featured agent—90 to lose 50/50, then 90 for guarantee. Players with existing guarantee need only 14,400.
What's the banner order for ZZZ 2.6?
Phase 1 (Feb 6-27): Sunna (Ice Support) + Aria (Ether Anomaly DPS). Phase 2 (Feb 27 - Mar 20): Nangong Yu (Physical Stunner). Each phase lasts 21 days.
How much polychrome can F2P earn in 2.6?
8,000-12,000 Polychrome per version: dailies (2,520), events (2,000), Shiyu Defense (1,200-1,800), Combat Simulation (1,800-3,000), story rewards. Active players get 10,000-12,000 (62-75 pulls).
Does ZZZ have soft pity?
Yes. Starts at pull 75 (S10/S17) or pull 80 (S1-S4). S-Rank rates increase progressively. 60-70% of S-Ranks occur between pulls 75-85. Budget for full 90 pulls as safety margin.
Characters or W-engines in 2.6?
Prioritize characters unless you've secured all desired agents. Characters expand roster capabilities; W-Engines provide 15-25% performance increases. New/mid-game players gain more from character diversity. Invest in W-Engines only after completing character goals.
When does ZZZ 2.6 release?
February 6, 2026 at 11:00 AM UTC+8. Phase 1: 21 days until Feb 27 (Sunna + Aria). Phase 2: 21 days Feb 27 - Mar 20 (Nangong Yu). Total: 42 days.


















