When a ZZZ clear goes wrong, the first thing to check is almost never your carry. It is your Stun uptime. The Stunner is the Agent that fills the enemy's Daze bar, and a full Daze bar is a Stun: a window of heavily amplified damage that your Attack or Armorer carry exists to cash in. Miss that window, or open it late, and even an S-Rank carry limps. So before you blame the damage dealer, rank the setup.
Here is where every current Stun Agent lands, judged on one question: how much extra damage does this Stunner actually open, and how reliably? If you need the mechanic underneath the ranking first, the Stun, Daze, and Stagger guide is the primer; this page is the meta read on top of it.
The stun tier list
S tier: the window-openers you build a team around.
- Dialyn. The Agent who reshaped the role. Beyond strong Daze, she can hand a teammate a free Ultimate that does not spend Decibel, which is enormous for burst carries who want their signature hit online more often. Layer on a boosted Stun multiplier and extended Stun duration and she is not just a stunner, she is a damage amplifier wearing a stunner's badge. If you own her, most teams want her.
- Nangong Yu. An Ether Stun Agent who straddles two economies: she builds Daze like a Stunner and pushes anomaly like an Anomaly unit, which makes her the connective tissue for Disorder setups and faction-locked comps. That flexibility is why she reruns as a headliner rather than filler. She is the top pick when your team wants a Stunner who also feeds a second damage source.
A tier: reliable, still clearing everything.
- Qingyi. For a long stretch she was the default premium Stunner, and she is still excellent: fast Daze, clean uptime, easy to pilot. She has slipped from "absolute best" to "very good," which in practice means she clears all current content and simply is not the flashy pick anymore. A safe, low-fuss core for most rosters.
- Trigger. A superb Stunner in the right shell, and outstanding specifically in Aftershock teams where her kit and the archetype's extra hits compound. Slightly more team-dependent than Qingyi, higher payoff when the team is built for her.
B tier: they work, with an asterisk.
- Lycaon. Still functional, but the meta has narrowed him toward a field-stunner role rather than the all-purpose opener he once was. Perfectly fine on an account that owns him, rarely the reason you win.
- Koleda. Works in specific comps, especially where you want her Faction synergy, but she asks more of the team around her than the units above. A situational answer, not a default.
Newcomer to watch:
- Roxy (Version 3.2). A new Wind Stun Agent from Flint Workshop, released September 9 alongside Claret. She is tuned to open windows for a front-line carry, which makes her the natural stun partner for the new Armorer archetype. Her exact placement firms up once her full kit is live, so treat this as a "pull-intent" note rather than a settled ranking, and check the banner page before committing pulls.
A note on the free roster: Anby remains the baseline Stunner every account starts with, and she is genuinely serviceable well into the mid-game. If you have not pulled a premium Stunner yet, Anby holds the seat and clears more than newer players expect. Do not feel rushed.
The stun teams worth running
A Stunner is only as good as the carry it feeds and the buffer that multiplies both. These are the shapes that clear Shiyu Defense and Deadly Assault right now.
Dialyn + premium Attack carry + Support. The blueprint. Dialyn opens the window, her free-Ultimate trick gets your carry's biggest hit online sooner, and a Support buffer stacks the multiplier. This is the highest-ceiling single-target team in the game for accounts that own the pieces, and it is the reason Dialyn is worth prioritizing.
Nangong Yu + Anomaly or Disorder carry + Support. Lean into her dual nature. Because she pushes anomaly while she Dazes, she pairs beautifully with an Anomaly carry to enable Disorder, giving the team two damage economies instead of one. This is the flexible, faction-friendly build, and the Anomaly teams guide covers how the Disorder swap timing works.
Qingyi + Attack carry + Support. The dependable standard. Nothing fancy: fast Daze, a carry that mashes during the Stun, a buffer to tie it together. If you are learning the game or rebuilding a roster, this is the team that always works.
Trigger + Aftershock core. Build around her strength. In an Aftershock-flavored comp her extra hits and Daze compound, and the team rewards knowing your rotation. More of a specialist's team than a first pick, but a strong one when the pieces line up.
Roxy + Claret (Armorer) + Support. The 3.2 Flint Workshop package. Roxy opens the window, Claret holds the front line and spends her Gash into Maim inside it, and a buffer completes the core. If you pull both new Agents, this is the team the patch is quietly selling you.
How to actually raise your Stun uptime
Owning a strong Stunner is half of it. The other half is play:
- Lead with the Stunner to build Daze fast, then swap to your carry the instant the enemy Stuns. A carry mashing on an un-Dazed enemy is throwing away the multiplier.
- Do not over-invest the Stunner's damage stats. Most Stunners want Impact, energy, and the substats that speed up Daze, not a carry's CRIT sheet. Check the Drive Disc and substat guide for the split.
- Chase the Faction bonus. When two Stunners feel close, the tiebreaker is usually which one completes a Faction passive for your carry. That hidden buff is often worth more than the raw Daze difference.
For where individual Agents sit beyond the stun role, cross-reference the full ZZZ tier list, and grab the current redeem codes for free Polychrome before your next pull. Build the window before you build the carry, and the whole roster starts clearing content you thought you were underleveled for.



