Such sharp and strong lines, truly beautiful... I can't help but want to open it up and take a look. "Did you say Grace?" Wrench jumped in and answered: "Hm, she's the first person I've met nice enough to give me a massage." "She's genuinely caring," Screw quickly added: "Rather than being tightly wound, I prefer her way of tightening screws just right." Gear joined in at this point: "Her intelligent mind is alluring and elegant as a well-engaged gearbox!" "And very rational," Oil muttered: "In her dictionary, there's no room for 'a little' or 'moderate amount'. It's all precise 'milliliters'."
To learn more about Grace check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Grace 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/pros & cons update
Patch 2.5
Last build/calcs update
Patch 2.5
Last teams/synergies update
Patch 2.5
Last profile update*
December 29th, 2025
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Grace check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
SD/DA Analytics
Teams & Synergy
Calculations
Profile
Core Passive Pre-Driven Needle
When Grace's Basic Attack or Dash Attack hits an enemy and deals Physical DMG, she gains 1 stack of Zap (up to 8 stacks). Upon reaching maximum stacks, using a Special Attack or EX Special Attack will consume all stacks of Zap, increasing the accumulated Electric Anomaly Buildup by 65%.
Anomaly Mastery: 0
BASE ATK: 0
Additional Ability Tech Support Dept.
When another character in your squad shares the same Attribute or Faction:
When Grace's EX Special Attack hits an enemy, the next time that target is afflicted with Shock that instance of Shock DMG is increased by18%, stacking up to 2 times. This effect can trigger on each enemy only once per skill use, and all stacks reset when the Shock state ends.
Awakened Potential: Overclocked Engineering Engine
Basic Attack: High-Pressure Spike
Dodge: Safety Regulation
Dash Attack: Quick Inspection
Dodge Counter: Violation Penalty
Special Attack: Obstruction Removal
EX Special Attack: Supercharged Obstruction Removal
Chain Attack: Collaborative Construction
Ultimate: Demolition Blast - Beware
Quick Assist: Incident Management
Evasive Assist: Rapid Risk Response
Assist Follow-Up: Counter Volt Needle
Recharge Chamber
Mindscape 1
Lightning Piercer
Mindscape 2
Chief Mechanic
Mindscape 3
Burst Capacitor
Mindscape 4
Frosty Cold Iron Witch
Mindscape 5
Detonation Trigger
Mindscape 6
Grace Stats at level 60 (including Core passive bonuses).
Grace 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.
Endgame Modes
Has quick in-and-out rotations while being able to extend her field time if necessary;
Big Anomaly application making her able to apply Shock effectively — particularly good in Disorder teams;
Has no reliance on owning Limited weapons whatsoever, rather cheap to invest into when it comes to Skills since most of her damage comes from Anomaly.
All of her Specials and Ultimate (which are the focus of her kit) tend to make her step back which can cause positioning issues;
Outside of Disorder teams, applying Shock multiple times will not provide any increase in damage
Strong reliance on having multiple other Limited S-ranks in order to perform up to today's standard;
Generally outclassed in any team she can be present in. In the meta, is only serviceable as a replacement option when certain Limited S-rank Agents are missing.
Grace is a Standard S-Rank Electric Anomaly Agent whose gameplay revolves around quick in-and-out rotations and high Shock DMG, with the ability to trigger Ablooms giving her a consistent source of non-Disorder damage contribution. She can be somewhat flexible in role, either as a main carry or a secondary damage dealer, revolving around building “Zap” stacks which can then be spent to increase her Electric Anomaly Buildup rate.
When using her Ultimate, she also gains stacks of “Pulse”, having an inverse relationship with Zap: the more Zap stacks get generated, the more Pulse stacks get consumed, triggering up to 4 Ablooms per cycle.
An Abloom is an extra tick of Anomaly damage: whenever a character is suffering from any Attribute Anomaly of the 5 standard elements (Ether, Electric, Fire, Ice, Physical), Abloom will deal a percentage of the existing Anomaly currently inflicted. For Grace, if an enemy is taking 10,000 DMG Burn ticks, the scaling rate on her Ablooms means it’d deal 70,000 DMG.
As this scales with Anomaly and not Disorder DMG, it means that Grace’s Additional Ability bonuses apply to it too, further increasing its value.
It’s important to understand what all of the different stacks are and how they are built.
Despite being an Electric Agent, many of Grace’s attacks deal Physical DMG, and this is necessary to build Zap stacks. For every hit (not skill, but individual hit!) that deals Physical DMG, Grace will gain 1 stack of Zap, with a cap of 8. All stacks are consumed at once when using a Special or EX Special and increase the Electric Anomaly Buildup of the skill by up to 130%.
After her Awakening Potential, her Additional Ability - which requires Anomaly, same Faction or same Attribute Agents in the team - will also grant Grace the “Enhanced Zap” buff for 25s when consuming them, increasing her Electric DMG by 30%.
With it active, Grace inflicts a debuff on enemies upon landing her EX Special that causes the next instance of Shock to gain an 18% Anomaly DMG increase, up to 2 stacks total for a potential 36% bonus. This resets when the Shock state ends but is helpful to both boost the individual Shock ticks and any Ablooms that land during it.
For Grace to be able to get Ablooms, she must first use her Ultimate. When cast, it will grant 25 stacks of Pulse, lasting 30 seconds, and 8 Zap - both going hand in hand.
This is because whenever a stack of Zap is gained (not spent!) 1 stack of Pulse is dropped. Once 8 stacks of Pulse are consumed in this manner, the next grenade throw by Grace will trigger an Abloom - this throw can be from her Special, EX Special, Dodge Counter, anything that meets the criteria.
The most effective way to gain Zap is through her Basic Attacks, as they all deal Physical Damage. She has a 4-hit string with a variety of multi-hits that allow for it to max out Zap stacks with only a few attacks. It also has a unique property where even when it’s interrupted by most of her skills, namely her Special, EX Special, Dash Attack and Dodge, it will continue from where it left off.
So it’s possible to do B1, B2, B3 - which together build a little more than 8 Zap stacks - then cast Special to consume 8 Zap stacks. The next Basic after would be B4, which alone builds 8 Zap stacks and can be followed with another Special.
When holding a directional input, Grace can also replace one of her Basic Attacks with an alternate repositioning Basic Attack. This means she can do B1, Side Input, B3, or B1, B2, Side Input, B4, providing alternative rotations to build Zap.
Dodge Counters are great for this too. Dodges don’t interrupt the Basic Attack string, and if a Perfect Dodge is triggered, Dodge Counters can shortcut to B4 which is an instant full load of Zap stacks.
As for spending Zap, this is done via Specials and EX Specials. The most common method is with Special: Obstruction removal, a quick grenade throw that can reposition Grace based on directional inputs and can Perfect Dodge attacks when consuming Zap.
If at 40 Energy or above, EX Special: Supercharged Obstruction Removal is used instead, working in much the same way but throwing 2 Grenades instead of 1, with a potential third “Vortex Cluster Grenade”, dealing additional damage and having a vacuum effect.
There is one Special that generates Zap instead of consuming it, Obstruction Removal - Cycle. This is only accessible by holding the Special button while Grace has Pulse stacks, and in it she will repeatedly hurl grenades forwards and generate 1 stack of Zap per throw. Simply holding this skill will both generate Zap and trigger Ablooms, as every attack during it is a grenade throw.
It starts off quite slow but speeds up the longer it’s channeled. Although Grace can use directional inputs to reposition and Perfect Dodge during it, doing so resets the speed boost so it’s best reserved for when enemies are Stunned or unlikely to attack.
Assist Follow-Ups and Chain Attacks may see occasional use, but they aren’t all that noteworthy. Grace has an Evasive Assist instead of a Defensive Assist, using up only 1 Assist Point but leading to worse Daze build and locking her out of certain boss mechanics. Her Chain Attack on the other hand is a standard, Electric DMG dealing skill that builds a decent amount of Anomaly but nothing outstanding.
Grace’s general plan comes down to using her Basic Attacks to build Zap, then spending them with Special or EX Specials, juggling Anomalies and Disorders with another Anomaly Agent or even looping Shock triggers given her high Shock DMG values.
Once there are enough Decibels, make sure to spend Zap before using Ultimate to get full benefit from its 8 Zap refill. The Pulse stacks give a boost to her damage through Ablooms, with the cycle of building and spending Zap repeating throughout.
Even out-of-stun, there are some “combos” that Grace can do to maximise Zap cycling, Anomaly build-up and Decibel generation.
B1
B2
B3
Special or EX Special
B4
Special or EX Special
Is the bread and butter of Grace’s rotations. After B1 or B2, slotting in a Side Input Basic works just fine and still allows for full Zap build and spend without sacrificing on time.
Doing 2 sets of these will consume 25 Pulse and yield 4 Ablooms, while being the most effective in terms of damage (both raw DMG Multipliers and Anomaly build-up) as well as Energy and Decibel generation.
When in Stun, holding Special for Special: Obstruction Removal - Cycle can work due to its rapid Zap generation. It isn’t as strong as looping Basics with regular Specials/EX Specials, but when the goal is to get as many Anomalies and Ablooms to fit within a short period, it can pull out ahead.
The biggest potential point of optimisation is in managing her Ultimate use and its Abloom triggers. It may be better to hold onto it for a little longer if it may align with a Stun, and given that Ablooms scale with the current Anomaly inflicted on the enemy, timing its triggers to land on the strongest Anomaly (be it Grace’s Shock due to her Additional Ability, or a higher scaling element/better built Agent’s Anomaly) can go a long way at improving scores.
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.
As Anomaly Agents are frequently played in dual damage dealer teams, the proportion of each character's damage contribution will look worse than single damage dealer teams. For a fairer view of their performance, the below make use of full team calculations. Here's the team setup:
102.47%
The equipper's Electric Anomaly Buildup Rate increases by 30/35/40/45/50%. When Special Attacks or EX Special Attacks hit enemies under Attribute Anomalies, the equipper's Anomaly Proficiency increases by 75/85/95/105/115 for 15s.
When the equipper's Anomaly Proficiency is greater than or equal to 375, Disorder DMG inflicted by the equipper increases by 25/27.5/30/32.5/35%.
101.72%
The equipper's Anomaly Mastery increases by 60/69/78/87/96. When inflicting Assault, the equipper's Physical DMG increases by 20/23/26/29/32% for 20s, stacking up to 2 times. Repeated triggers reset the duration. When the equipper enters combat, immediately gain 2 stacks.
100.00%
Increases ATK by 12/15/18/21/24%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 25/31/37/43/50 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.
99.66%
When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 10/11.5/13/14.5/16% and they deal an additional 15/17.5/20/22.5/25% more DMG to the target.
99.31%
Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 30/34/38/42/46, stacking up to 4 times. This effect expires when the target recovers from Stun or is defeated. The duration of each stack is calculated separately.
100.00%
The raw amount of Combat Attack Thunder Metal gives makes it a contender for the strongest set on Grace. It has historically always been one of the best options in mono Shock teams, which are even more viable with Grace's potentials granting her Ablooms. It is technically also the best set to use on her even in standard Anomaly/Disorder teams, but does need effective active management so that most of Grace's Anomaly buildup happens during Shock.
Best combined with your choice of 2-PC Set:
Puffer Electro
Phaethon's Melody
Freedom Blues
Astral Voice
Hormone Punk
99.95%
It's among the best Disc Drive sets to increase Grace's damage. Provides 30 Anomaly Proficiency on the 2P effect, and increases Electric DMG by 15% while boosting the damage of EX Special and Assist Attacks by 20% off-field. This buff can also last while on-field for a short duration (5s with a 7.5s cooldown), which means it can be difficult to fully take advantage of, but is definitely worthwhile on a character like Grace, whose damage is concentrated in Anomalies and EX Special Attacks.
Best combined with your choice of 2-PC Set:
Puffer Electro
Phaethon's Melody
Freedom Blues
Astral Voice
Hormone Punk
Substats: Anomaly Proficiency > ATK% > PEN > ATK
ATK: 2300 - 3000+
HP: 9500+
DEF: 800+
Anomaly Mastery: 150 - 190+
Anomaly Proficiency: 350 - 450+
Special Attack
Chain Attack
Assist
Basic Attack
Dodge
Teams & Synergy
Below we list only the most important synergies for Grace. The character can work with others if you know what to do and how to use them.
This section lists most popular teams featuring Grace in the current phase of Shiyu Defense.
This section lists most popular teams featuring Grace in the current phase of Deadly Assault.
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.
As Anomaly Agents are frequently played in dual damage dealer teams, the proportion of each character's damage contribution will look worse than single damage dealer teams. For a fairer view of their performance, the below make use of full team calculations. Here's the team setup:
And here are the W-Engines and Disk Drives used in the calculations.
While off-field, the equipper's Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper's DMG increases by 3.5/4.4/5.2/6.1/7%, stacking up to 10 times and lasting for 6s. This effect can trigger once every 0.3s. While off-field, the stack effect is doubled. Repeated triggers reset the duration. Upon obtaining the DMG increase effect, if the number of current stacks is greater than or equal to 5, then the equipper's Anomaly Proficiency increases by 50/62/75/87/100. This Anomaly Proficiency increase does not stack and lasts for 6s.
Substats: ATK (42%), Anomaly Proficiency (126), PEN (54)
Shiyu Defense / Deadly Assault
This section contains information about Grace performance in the latest Shiyu Defense and Deadly Assault cycles (2.4.1). 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 Grace in the current phase of Shiyu Defense.
This section lists the characters that were most commonly paired with Grace in the current phase of Deadly Assault.
Mindscapes data comes from players who used Grace in the current SD cycle (33) or in the current DA cycle (71).
15.55%
124 s.Mindscape 0
24.18%
163 s.26.59%
160 s.14.23%
199 s.6.92%
600 s.4.9%
600 s.7.62%
600 s.W-Engines usage data comes from players who used Grace in the current SD cycle (33) or in the current DA cycle (71).
66.49%
170 s.Increases ATK by 12/15/18/21/24%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 25/31/37/43/50 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.
14.54%
157 s.Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 30/34/38/42/46, stacking up to 4 times. This effect expires when the target recovers from Stun or is defeated. The duration of each stack is calculated separately.
14.07%
159 s.The equipper's Electric Anomaly Buildup Rate increases by 30/35/40/45/50%. When Special Attacks or EX Special Attacks hit enemies under Attribute Anomalies, the equipper's Anomaly Proficiency increases by 75/85/95/105/115 for 15s.
When the equipper's Anomaly Proficiency is greater than or equal to 375, Disorder DMG inflicted by the equipper increases by 25/27.5/30/32.5/35%.
1.01%
600 s.Dealing Ether DMG using an EX Special Attack, Chain Attack, or Ultimate increases all squad members' DMG against the target by 15/17.5/20/22/24% and increases the equipper's Energy Regen by 0.5/0.58/0.65/0.72/0.8 per second for 2s. Passive effects of the same name do not stack.
1.01%
600 s.For every 10 Energy consumed, the equipper gains a buff that increases ATK by 2.5/2.8/3.2/3.6/4% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.
1.01%
600 s.When EX Special Attack hits an enemy, one of three possible effects is randomly triggered for 5 seconds. This effect can trigger once every 0.3s. The same types of effects cannot stack. Repeated triggers reset the duration allowing several effects to be active at once:
increases the equipper's ATK by 8/9.2/10.4/11.6/12.8%,
increases the equipper's Anomaly Proficiency by 40/46/52/58/64,
increases the equipper's Anomaly Buildup Rate by 25/28/32/36/40%.
Disk Drives usage data comes from players who used Grace in the current SD cycle (33) or in the current DA cycle (71).
23.88%
156 s.15.55%
129 s.12.82%
164 s.11.67%
600 s.7.62%
108 s.6.61%
183 s.Copyright © 2025 Prydwen.gg