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Zenless Zone Zero Factions Explained: Every Major Faction, Its Vibe, and Its Combat Identity

New Eridu's agents belong to factions, and while ZZZ teams are not faction-locked, knowing each group's identity tells you a lot about how its agents fight. A tour of the Cunning Hares, Victoria Housekeeping, Section 6, the Sons of Calydon, and the rest, current as of Version 3.x.

By HostedGG Team
Zenless Zone Zero Factions Explained: Every Major Faction, Its Vibe, and Its Combat Identity
Table of Contents

First, the thing that trips up new agents: factions in Zenless Zone Zero do not lock your team. You can run a Cunning Hare, a maid from Victoria Housekeeping, and a biker from the Sons of Calydon on the same squad, and the game will not blink. Faction lines are about story, aesthetic, and identity, not a synergy tax like some older HoYoverse titles used.

So why learn them? Because a faction tells you the shape of its agents before you read a single kit. The maids play cold and precise. The construction crew hits like a wrecking ball. The police unit is built around locking a target down. Knowing the vibe is a shortcut to knowing the playstyle, and it makes the team-building puzzle click faster. Here is the field guide, current as of Version 3.x, with the caveat that HoYoverse adds agents to these rosters every patch.

Cunning Hares

The scrappy underdog agency you start with. Anby, Nicole, Billy, and Nekomata run a small, broke, endlessly resourceful operation out of a video store, and their kits mirror that: flexible, generalist, and forgiving for beginners. This is the faction that teaches you the core combat loop of swapping, parrying, and chaining, and Anby in particular remains one of the smoothest stun anchors in the game long after you outgrow the early roster.

Identity: jack-of-all-trades. A great training-wheels squad and a genuinely usable one.

Victoria Housekeeping

Elegance with a body count. This butler-and-maid outfit hides an elite combat crew behind white gloves, and it is built around a razor-sharp Ice core. Ellen Joe is the marquee Ice DPS, Lycaon is the premier Ice stunner who extends the daze window that lets her delete health bars, Corin brings brutal physical damage, and Rina supports the electric side of the house.

Identity: cold, technical, burst-focused. If you want a clean Ice team that punishes a stunned enemy, this is the source.

Belobog Heavy Industries

The construction company that reads like a family. Koleda runs it with Fire and a hammer, Anton drills with Electric, Ben is the enormous, gentle Fire defender who shields the team, and Grace Howard handles Electric anomaly. The whole faction plays heavy: big swings, sturdy bodies, and a Fire-and-Electric split that pairs naturally with the game's shock and burn effects.

Identity: durable and hard-hitting. Slower, but it does not fall over.

Hollow Special Operations Section 6

The elite defense force, and the faction that has quietly become a meta powerhouse. Section 6 is where a lot of ZZZ's strongest anomaly and hypercarry agents live: Miyabi's Frost anomaly rewrote the ceiling, Yanagi and Harumasa bring Electric pressure, Soukaku is a beloved Ice support, and the Soldier line anchors Fire. If you are chasing the top of the tier list, you will end up here.

Identity: premium, anomaly-forward, endgame-defining.

New Eridu Public Security

The city's police force, headlined by the Criminal Investigation Special Response Team. Zhu Yuan is the Ether DPS the faction is built to enable, Qingyi is one of the best Electric stunners in the game, Jane Doe is a self-sufficient Physical anomaly monster, and Seth provides stun support that glues the unit together. As a group they express one idea cleanly: pin the target, then punish it.

Identity: lockdown and payoff. Strong, structured, and very Deadly Assault friendly.

Sons of Calydon

The Outer Ring biker gang, and the faction that made anomaly cool. Piper spins up Physical assault, Burnice is a Fire anomaly engine, Lucy buffs the whole crew with her guard-boars, and Caesar is a wall of Physical stun and defense. Together they are the blueprint for a modern anomaly team that stacks disorder and burn instead of chasing raw stun windows.

Identity: aggressive, anomaly-centric, road-worn charm.

The newer and specialist factions

New Eridu keeps expanding, and several smaller groups have joined the roster:

  • Stars of Lyra, the entertainment-industry corner that brought idol-support agents like Astra Yao into the meta as premium buffers.
  • Yunkui Summit and other martial-arts and specialist outfits added across the 2.x and 3.x arcs, leaning into the newer damage attributes.
  • A rotating cast of one-off and story factions that flesh out New Eridu without necessarily fielding a full playable squad.

Because these grow every version, treat any "complete roster" as a snapshot. The identities above are the stable part; the exact membership is the moving part.

How to use factions when you build teams

Since teams are not faction-locked, use faction identity as a starting hypothesis, not a rule:

  • Match roles, not badges. A team wants an attacker, a stunner, and a support or anomaly enabler. Factions cluster around roles (Victoria leans Ice-DPS-and-stun, Section 6 leans anomaly), so a single faction often gives you two-thirds of a team, and you fill the last slot from anywhere.
  • Follow the element. Same-element pairs enable additional disc set bonuses and cleaner rotations, and factions tend to share an element, which is why a Victoria Ice pair or a Calydon anomaly pair feels so natural.
  • Do not force it. The strongest squads in ZZZ regularly mix factions. If your best stunner and best DPS wear different uniforms, run them anyway.

Ready to turn this into an actual squad? Cross-reference the current tier list, grab the newest redeem codes for pull currency, and read the beginner team guide to slot these agents into a rotation that clears content.

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HostedGG Team

Published

July 21, 2026

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