Understanding Matrix Operation in ZZZ 2.6
Matrix Operation launches February 6, 2026 at 11:00 AM UTC+8 via Scott Outpost's Hollow Zero console. Requirements: Chapter 1 Intermission completion, Inter-Knot Level 30, agents Level 40+. Unlike Shiyu Defense's time scoring, Matrix uses Investigation Points—7,000 points unlocks 900 Z-Merits and 3-5 Hamster Cage Passes.
Two difficulty tracks: Lost Void License (Level 200 cap) and Withered Domain License (Level 90 cap). Lost Void rewards 3,200 Polychrome, 2M Dennies, 80 Boopons weekly. Withered Domain provides 1,440 Polychrome, 900K Dennies, 36 Boopons. Stage-specific rewards: Qualification Assessment (600 Polychrome), Old Capital Metro (1,200 Polychrome), Construction Ruins (800 Polychrome), Abandoned Skyscraper (600 Polychrome). Weekly total: 4,640 Polychrome, ~2.9M Dennies.
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Weekly Buff Rotations
Buff weeks rotate Monday 04:00 to next Monday 03:59:
- Week 1 (Feb 6-9): 15-25% ATK buff
- Week 2 (Feb 10-16): 20-35% Physical DMG
- Week 3 (Feb 17-23): 20-35% Ether DMG + 20-35% Fire DMG
- Week 4 (Feb 24-Mar 2): 12-20% CRIT Rate + 30-50% CRIT DMG
Missing one week costs 4,640 Polychrome—nearly three standard pulls.
The Point Allocation System
The 6-point Assist pool is shared across three agents:

- Defensive Assists: 1 point
- Evasive Assists: 1 point
- Chain Attacks: recover 1 point
- Ultimates: recover 3 points
The trap: assigning all three Assist Agents without understanding point generation creates bottlenecks. When your pool hits maximum capacity, recovered points overflow and vanish—wasted potential reducing Investigation Point accumulation.
Optimal setup: highest point-generator in slot 1, primary DPS in slot 2, defensive specialist in slot 3. Teams generating 8-10 Assist Points per 30-second sequence maintain fluid point flow without overflow.
The 6 Assist Points Trap: What You're Losing
During a typical 30-second boss phase, an optimized Sunna-Aria-Nangong Yu team generates 8-10 Assist Points through Chain Attacks (1 point) and Ultimates (3 points). With a 6-point cap, 2-4 points per sequence vanish—a 25-40% efficiency loss.
This compounds across multi-stage runs. Old Capital Metro's 5 stages with 6-point overflow lose 10-20 potential Assist activations. Each lost activation = missed damage, reduced Investigation Points, lower reward tiers. Players barely missing 7,000 points typically suffer from this exact inefficiency.
Why Players Fall Into This Trap
New players apply Shiyu Defense logic: maximize all resources. Shiyu rewards full investment with no caps, creating muscle memory that backfires in Matrix's shared pool system. The tutorial emphasizes assigning three Assist Agents but doesn't warn about overflow.
Visual UI shows current points but not overflow or wasted recovery. Players executing perfect Ultimate rotations see 6/6, interpreting this as optimal rather than wasted recovery. Without deep mechanical knowledge, the trap stays invisible.
Calculating Reward Loss
A 6-point overflow setup losing 3 points per 30-second sequence across a 5-minute stage wastes 30 points total. Each wasted point = one missed Defensive/Evasive Assist—approximately 15K-25K damage. Across Old Capital Metro's 5 stages: 750K-1.25M lost damage.
This translates to 500-800 Investigation Points below optimal. For players scoring 6,200-6,800 points, fixing the trap pushes them past the critical 7,000 threshold—unlocking 900 Z-Merits and additional Hamster Cage Passes worth ~1,200 Polychrome equivalent.
Weekly losses compound: 1,200 Polychrome × 4 weeks = 4,800 Polychrome—three full pulls. Over a 6-week version cycle, suboptimal setups cost 7,200 Polychrome.
Real Gameplay Example
Testing identical Sunna-Aria-Nangong Yu teams on Construction Ruins Stage 3:
6-point setup: 4:32 clear, 1,680 Investigation Points, 18 Assist activations. Overflow occurred 7 times, wasting 14 points.

Optimized 4-point setup: 3:58 clear, 2,140 Investigation Points, 26 Assist activations. Zero overflow. 8 additional activations contributed 460 extra points—27% improvement.
Extrapolating across 12 weekly stages: optimized setup gains ~5,520 Investigation Points. This margin determines whether you reach 7,000 comfortably or struggle despite adequately leveled characters.
Matrix Operation Point Fundamentals
Assist Points function as regenerating resource with hard caps. The 6-point maximum creates strategic ceiling: spending efficiently matters more than maximizing capacity. Combat sequences should cycle between 2-6 points, never sitting at maximum during active recovery.
Defensive Assists (1 point): damage mitigation, brief invulnerability. Evasive Assists (1 point): repositioning while maintaining combos. Chain Attacks (1 point recovery): neutral exchange allowing sustained usage. Ultimates (3 points recovery): create surplus, enabling aggressive 2-point spending before activation.
Point Generation Mechanics
Point generation triggers on specific combat events, not time-based:
- Chain Attacks require landing hits within 0.5 seconds of teammate's attack
- Experienced players average 3-4 Chain Attacks per 30-second sequence
- W-Engines with 10-15% Ultimate cost reduction increase frequency ~30%
Skill expression: novice players hoard points (overflow waste), intermediate players spend without timing recoveries (point droughts), expert players spend aggressively before planned Chain Attacks/Ultimates (maintain 4-6 points through predictive management).
Optimal Point Distribution Formula
Formula: Baseline Points = 6 - (Average Points Generated Per Sequence ÷ 2)
For teams generating 8-10 points per 30 seconds: 6 - (9 ÷ 2) = 1.5, rounded to 2 points minimum. Practical application: target 4-6 points before major combat, spend down to 2-3 during burst windows.
Slot positioning:
- Slot 1: Highest point-generator (Nangong Yu - Stunner)

- Slot 2: Primary DPS (Sunna - Physical)
- Slot 3: Defensive specialist (Aria - Ether Anomaly)
Pre-boss prep: spend points on Defensive Assists during trash mobs, ensuring pool sits at 4 points when engaging elites. This allows two Chain Attacks (2 points) + one Ultimate (3 points) = 9 total generated—spend 3 points during boss fight maintains perfect 6-point flow without overflow.
Character Selection Strategy
Matching characters to buff weeks determines 40-50% of Investigation Point ceiling.
Core Investments
Sunna (Physical DPS/Support)
- Valuable in Week 1, 2, 4 (75% of rotations)
- Ascension: 2,905,000 Dennies, 4 Basic Seals, 32 Advanced Seals, 30 Ruler Support Seals
- Skills: 25 Basic, 75 Advanced, 250 Specialized Physical Chips, 5 Hamster Cage Passes
Aria (Ether Anomaly)
- Dominates Week 3 (25% of rotations)
- Ascension: 9 Clouded Crystalline Substance, 60 Spiked Corruption Core
- Skills: 25 Basic, 75 Advanced, 250 Specialized Ether Chips
Nangong Yu (Stunner)
- Universal point generation across all weeks
- Ascension: 9 Exuvia of Refinement, 60 Miasmic Elytron, 4 Basic Seals, 32 Advanced Seals, 30 Specialized Stunner Seals
- Skills: 250 Specialized Physical Chips
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F2P Friendly Combinations
Nangong Yu (Stunner) + Sunna (Physical DPS) + any A-Rank Support creates functional baseline. Total investment: ~5M Dennies, 12 Basic Seals, 96 Advanced Seals, 75 Basic Chips, 225 Advanced Chips, 750 Specialized Chips. Accumulates through 3-4 weeks standard gameplay.
Common Mistakes and Fixes
Mistake 1: Over-Investing in Assist Points
Problem: Maintaining 6/6 points during combat wastes every recovery exceeding cap. Teams generating 8-10 points per sequence lose 2-4 points (25-40% efficiency).
Visual confirmation: If meter stays at 6/6 for 5+ consecutive seconds during combat, you're wasting recovery. Optimal play shows constant 3-6 point fluctuation.
Fix: Spend points aggressively before planned Ultimates. If Nangong Yu Ultimate is ready (3-point recovery incoming), spend 2-3 points on Defensive/Evasive Assists immediately before activation.
Mistake 2: Ignoring Buff Week Modifiers
Problem: Week 2's 20-35% Physical DMG buff amplifies Physical agents dramatically. Ether DPS teams lose this entire bonus—800-1,200 Investigation Point differential.
Fix: Invest in one agent per major element (Physical, Ether, Fire). Sunna covers Physical, Aria covers Ether. Three agents rotating based on buffs outperform one hyper-invested agent used universally.
Mistake 3: Suboptimal Team Compositions
Problem: Triple-DPS teams generate insufficient points (30-40% lower Ultimate frequency). Triple-Support teams lack damage conversion (40-50% lower scores).
Fix: 1-1-1 structure (point-generator, primary DPS, flex). Nangong Yu generates points, Sunna converts to damage, flex adjusts for buff weeks.
Advanced Optimization
Timing Decibel Usage
Drive Disc four-piece sets grant 15-25% damage after swap for 8-10 seconds. Activate Defensive Assists to trigger swaps, then immediately use Ultimates during buff window—stacks multiplicative damage bonuses.
Nangong Yu's Daze windows: enemies take increased damage, Anomaly buildup +40%. Coordinate primary DPS Ultimate during Daze + Drive Disc swap buffs + buff week bonuses = triple-stacked multipliers. Properly timed sequence deals 2.5-3x damage vs uncoordinated rotations.
Drive Disc and W-Engine Priority
Drive Disc main stats:
- Slot 4: ATK%
- Slot 5: Element DMG Bonus% (match primary DPS element)
- Slot 6: CRIT Rate or CRIT DMG (Week 4 favors CRIT DMG, others balance to 60-70% CRIT Rate)
W-Engines: 10-15% Ultimate cost reduction increases frequency from every 25-30 seconds to 20-25 seconds. 20% frequency boost = one additional Ultimate per 2-minute sequence. Across 5-minute stage: 2-3 additional Ultimates, generating 6-9 extra Assist Points.
Weekly Preparation
Pre-Week Checklist
Sunday Evening (before Monday 04:00 reset):
- Verify upcoming buff week and optimal team
- Equip appropriate Drive Disc sets
- Swap Slot 6 main stats if entering/exiting Week 4
- Farm missing ascension materials
- Check W-Engine assignments—ensure point-generator has Ultimate cost reduction
Monday Morning (after reset):
- Complete Qualification Assessment (2 stages, 600 Polychrome)
- Adjust team if weaknesses revealed
- Progress Old Capital Metro (5 stages, 1,200 Polychrome)
- Target 1,400+ points per stage for 7,000+ weekly total
Resource Allocation
Farm ascension materials when Investigation Points fall 1,000+ below 7,000 threshold despite optimal strategy. This indicates character investment deficits, not mechanical errors.
Challenge stages when team meets minimums: Level 40+ agents, Level 40+ W-Engines, +12 Drive Discs with correct main stats. A Level 40 Sunna with +12 ATK% Drive Discs outperforms Level 50 Sunna with +6 Drive Discs.
Decision point: Scoring 5,000-6,000 points with proper strategy? Farm 2-3 days, then rechallenge. Scoring 6,500-6,900? Gap is mechanical—review point overflow, buff matching, burst timing.
Reward Tiers and Goals
7,000 Investigation Points unlocks 900 Z-Merits and 3-5 Hamster Cage Passes—critical reward tier. Below 7,000: drops to 600 Z-Merits, 1-2 Passes (~1,200 Polychrome equivalent loss). Above 7,000: incremental scaling without major breakpoints until 10,000+.
Realistic Goals by Investment
- F2P, 2-3 weeks: 6,000-7,000 points, minimum threshold
- Low spenders, 4-6 weeks: 7,500-8,500 points, comfortable buffer
- Moderate spenders, 8+ weeks: 9,000-10,000 points, approaching top tier
- High investment: 10,000+ points, maximum rewards
Is Pushing Top Tier Worth It?
7,000 to 8,500 jump provides 10-15% additional rewards for 30-40% more investment. Reaching 7,000 requires 1.5-2 hours weekly. Pushing 9,000+ demands 3-4 hours optimized execution. The 300-500 additional Z-Merits (1,200-2,000 Polychrome equivalent) rarely justify doubling time commitment.
Exception: players approaching pity (80-90 pulls) where additional 1,200 Polychrome guarantees desired S-Rank should push top tier that week. Otherwise, consistent 7,000+ across all weeks outperforms sporadic 9,000+ scores.
Future-Proofing Strategy
Anticipated changes: additional buff rotations (Ice DMG, Support Enhancement), higher Investigation Point thresholds (7,500-8,000 baseline), expanded stage selections.
Building Flexible Roster
Five-agent core: Stunner, Physical DPS, Ether DPS, Fire DPS, Ice DPS. Covers all current and anticipated buff weeks. Total investment: ~15M Dennies, 20 Basic Seals, 160 Advanced Seals, element-specific Specialized Seals. Spreads across 12-16 weeks—one agent per month maintains steady progression.
Efficient Resource Spending
Monthly passes provide 3,000+ Polychrome monthly—18-19 pulls for ~$5 USD. Far exceeds direct Polychrome purchases.
BitTopup's competitive pricing on Polychrome top-ups, fast delivery, and secure transactions maximize value. Target specific banners featuring Matrix Operation-optimal agents (Sunna, Aria, future element DPS). Save 80-90 pulls for guaranteed pity on key banners.
Strategy: monthly passes for baseline income, targeted top-ups during optimal banners, zero spending on non-essentials. BitTopup's excellent customer service and high ratings provide reliable support for strategic investments.
FAQ
What are Assist Points in ZZZ Matrix Operation?
Shared 6-point resource pool across three agents for Defensive Assists (1 point) and Evasive Assists (1 point). Chain Attacks recover 1 point, Ultimates recover 3 points.
Why is 6 Assist Points setup bad?
Maintaining maximum 6 points causes overflow—recovered points beyond cap disappear. Teams generating 8-10 points per 30 seconds waste 2-4 points (25-40% efficiency loss).
How do I maximize weekly rewards?
Reach 7,000 Investigation Points by maintaining 4-6 Assist Points before bosses, matching primary DPS to buff week elements, using 1-1-1 team structure. Unlocks 900 Z-Merits, 3-5 Hamster Cage Passes, 4,640 Polychrome, 2.9M Dennies.
What's optimal point allocation?
Maintain 4-6 points before major combat, spend to 2-3 during bursts. Position highest point-generator (Stunner/Support) in Slot 1, primary DPS in Slot 2, defensive specialist in Slot 3.
Best characters for Matrix Operation 2.6?
Sunna (Physical DPS) excels Week 1, 2, 4. Aria (Ether Anomaly) dominates Week 3. Nangong Yu (Stunner) provides universal point generation all weeks.
How often does Matrix Operation reset?
Weekly every Monday 04:00 server time. Buff weeks rotate: Week 1 (ATK), Week 2 (Physical DMG), Week 3 (Ether/Fire DMG), Week 4 (CRIT Rate/DMG). Each lasts Monday 04:00 to next Monday 03:59.


















