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How to Play: Beginner Guide

Redeem codes, summon and dual-equip weapons, buy the first Attack Skill Token (15% damage), clear Story zones to the boss for Coins, Gems, Spins, and materials, then craft accessories and reroll Traits between runs.

By Bloxron Editorial Team · Last updated

Anime Zero lobby plaza at night with a PLAY sign, Join Here portals, Caps Corp pods, and neon city billboards

First session goals

Redeem codes and the group reward, summon toward Legendary and dual-equip, roll Power, buy the first Attack Skill Token (15% damage), clear Story zone-by-zone to the boss, then claim lobby rewards and spend materials. Match LY* place 114574503491412 before you start.

Deep links: codes, modes, weapons, progression.

Early phases table

Lobby prep covers codes, group reward, Arsenal, Enchant, the opening Attack skill node, a Trait, and accessory recipes. The dungeon loop is Story zones to the boss, then lobby claims for milestones, quests, achievements, and titles before you upgrade.

PhaseWhereWhat happens
Lobby prepCodes, group reward, Arsenal, Enchant, skill tree, Traits, craftingRedeem codes and group reward, aim Legendary+, dual-equip, roll Power, buy the first Attack node, apply one Trait, check accessory recipes
Dungeon loopStory zones → final boss → lobby claimsGroup packs for AoE, finish the boss for Coins / Gems / Spins / materials, claim milestones / quests / achievements / titles, then upgrade

Your first combat loop

Codes and group reward, Legendary+ dual equip, Power enchant, first Attack node, light Trait and accessory pass, Story with pack grouping and careful bosses, lobby claims, then between-run spends into skill trees, crafts, and AFK.

  1. Redeem codes and group rewards. Codes button sits on the right of the main screen. Spins, gems, coins, and trait rerolls cut the first Arsenal session short. NEWRAID needs level 50+; SORRYFORDELAY needs level 25+. Join LY* (Group 861404864) and claim the group reward when it shows.
  2. Summon toward Legendary and dual-equip. Spend Spins or Lucky Spins in the Arsenal. A Legendary weapon is enough to start Story. Fill both weapon slots before you queue so T-swap works mid-run. Every spin advances pity: Mythic 175 / Arcane 350 / Lyth 3,500.
  3. Roll a Power enchant. Open the lobby Enchant area. Power is the first damage enchant before Story. Hold Hunter, Bloodlust, and Supernova for weapons you keep after the first clear.
  4. Buy the first Skill Token spend. You start with one Skill Token. Paths: Attack, Critical Chance, Defense, Speed. Take the opening Attack node (15% damage for 1 token) before your first dungeon. Later nodes cost more.
  5. Light Trait and accessory pass. If you have Trait Rerolls, apply one to the equipped weapon. Check accessory recipes so you know which stage materials to keep. Skip perfect Traits and late enchants until you clear Story once.
  6. Run Story: group packs, respect the boss. Each dungeon splits into zones. Pull packs together before AoE. At the boss, wait out cooldowns and learn patterns. Perfect block spends no guard. Press T to swap for +20% damage for 4 seconds on switch-in. Boss clears pay Coins, Gems, Spins, and materials.
  7. Claim lobby rewards, then upgrade. Between runs, claim milestones, quests, achievements, and titles (Claim All speeds quest pickup after Update 1). Spend Skill Tokens (Attack → Crit Chance; Defense only if bosses end runs), craft the accessory that covers your gap, and park in AFK when you step away.

Build systems table

Skill Tokens buy Attack, Crit Chance, Defense, and Speed (opening Attack 15% for 1 token). Enchants roll in the lobby Enchant area: Power early, Hunter / Bloodlust / Supernova later. Traits use Trait Rerolls on the equipped weapon only. Accessories craft from stage materials with no craft RNG beyond drops. Dual weapons fill both slots and still grant +5% damage when unmatched.

SystemCurrencyEarly note
Skill treeSkill TokensXP → levels → tokens; paths Attack / Crit Chance / Defense / Speed; first Attack node 15% damage for 1 token
EnchantsEnchant areaRolled modifiers on the weapon kit; early target Power; later Hunter / Bloodlust / Supernova
TraitsTrait RerollsSeparate from enchants; passives on the equipped weapon only; codes and Story crystals feed rerolls
AccessoriesCraftingStage materials craft damage / health / coins / CDR; craft itself has no extra RNG; material pity after 5 dry runs
Dual weaponsTwo slotsT-swap mid-run (+20% damage / 4s on switch-in); unmatched pairs still grant +5% damage

Early enchant targets table

Power is the early raw-damage pick. Hunter is the next step on a keeper. Bloodlust and Supernova are later chases. Enchants are separate from Trait rerolls.

EnchantPriorityNote
PowerEarlyRaw damage; first enchant target before Story
HunterLaterNext step after Power on a keeper
BloodlustLaterLate chase on keepers after Story is stable
SupernovaLaterLate chase on keepers; also sits on max-damage stacks

Controls list

Move with WASD or left stick, jump with Space or A, follow on-screen attack prompts, press T to swap weapons for +20% damage for 4 seconds on switch-in, and use the guard bar. Perfect blocks spend no guard.

ActionInput
MoveW A S D / left stick
JumpSpace / A
Attack / skillsOn-screen combat prompts
Switch weaponT / mid-run swap (+20% damage for 4s on switch-in)
Guard / blockGuard bar; perfect blocks spend no guard

Session checks

Keep two weapons equipped, take Power then the Attack skill node, group packs before AoE, claim milestones / quests / achievements / titles between runs, track pity at Mythic 175 / Arcane 350 / Lyth 3,500, and save late enchants and perfect Traits for keepers.

  1. Keep two weapons equipped. Synergies need both slots filled. Unmatched pairs still grant +5% damage. A Legendary pair is enough to learn Story.
  2. Take Power, then the Attack skill node. Enchant Power for flat damage, then spend 1 Skill Token on the opening Attack path (15%). Add Crit Chance next; Defense only if bosses end runs.
  3. Group packs, then the boss. Pull enemies together before AoE. At the boss, keep distance while cooldowns return. At most two enemies attack you at once.
  4. Claim milestones, quests, achievements, titles. Lobby rewards stack between runs. Equip titles when they unlock. Claim All speeds quest pickup after Update 1.
  5. Track pity on every spin. Normal and lucky spins both count. Mythic 175, Arcane 350, Lyth 3,500 after the Oct 4 rollback.
  6. Hold late enchants and perfect Traits. Power plus one Trait covers session one. Save Auto Reroll, aimable pity, and Hunter / Bloodlust / Supernova for keepers.
  7. Materials drop from normal enemies. As of Oct 4, Story materials are −15% and drop from normal enemies only, not bosses. Still finish the boss for coins, gems, and spins.

Early goals list

Hit codes and group reward, a Legendary+ dual equip, Power in the Enchant area, the opening Attack skill node, one Story boss clear, and a first accessory craft (damage if clears are slow, health if bosses end runs).

GoalHow
Codes and group rewardCodes button on the main screen; claim the LY* Roblox group reward when it shows
Legendary+ dual equipFill both weapon slots; Legendary is enough to start Story
Power enchantRoll Power in the Enchant area before your first Story run
First Attack skill nodeSpend 1 Skill Token on the opening Attack path (15% damage)
First Story dungeon clearGroup packs, clear zones, defeat the final boss for Coins, Gems, Spins, and materials
First accessory craftMatch a recipe after a clear; damage if clears are slow, health if bosses end runs

Mistakes to skip

Single-weapon queues, skipping Power or the first Attack node, chasing Lyth or late enchants before a Story clear, fighting packs one-by-one, rushing bosses on cooldown, leaving lobby claims unclaimed, and farming Spirited Away before Nightmare Story.

  • Queueing a dungeon with only one weapon equipped.
  • Skipping Power and the first Attack Skill Token before Story.
  • Chasing Mythic / Arcane / Lyth before you have a Legendary dual equip.
  • Chasing Hunter / Bloodlust / Supernova or perfect Traits before a single Story clear.
  • Fighting packs one-by-one instead of grouping for AoE.
  • Rushing bosses while skills are on cooldown.
  • Leaving milestones, quests, achievements, or titles unclaimed in the lobby.
  • Dumping lucky spins without tracking pity (Mythic 175 / Arcane 350 / Lyth 3,500).
  • Spending Trait rerolls on fillers you will replace.
  • Farming Spirited Away / Flame Director before you clear Nightmare Story.
  • Treating name-only roster rows (Dragon Eclipse, Light of Divinity, Cursed King, Immortal Eclipse) as full Arsenal entries.

FAQ

What is the goal of the first session?

Redeem codes and the group reward, dual-equip Legendary+ weapons, roll Power, buy the first Attack Skill Token (15% damage), clear one Story dungeon (group packs to boss), claim lobby rewards, then craft or upgrade.

How are dungeons structured?

Each dungeon has multiple zones. Clear enemies in each zone, advance, then defeat the final boss for Coins, Gems, Spins, and materials. Story maps include Sakamoto (Uzuki boss) and HxH (rubble-gated).

What should I upgrade first?

Power enchant, then the opening Attack skill-tree node (15% damage for 1 Skill Token). Add Crit Chance when you survive basics. Defense only if bosses end runs.

What are enchants?

Rolled modifiers from the lobby Enchant area on top of a weapon kit. Early target: Power. Later chases: Hunter, Bloodlust, Supernova. Enchants are separate from Trait rerolls.

How do Traits and accessories differ?

Traits use Trait Rerolls on the equipped weapon only. Accessories craft from stage materials with no craft RNG beyond drops; material pity covers five dry runs. Pick damage accessories for slow clears, health while learning bosses.

Do lucky spins skip pity?

No. Every spin counts toward pity, normal and lucky alike, under the post–Oct 4 rules: Mythic 175 / Arcane 350 / Lyth 3,500.

Which mode should I start with?

Story. It teaches the zone-to-boss flow and drops the materials and currencies you need between runs. Defense and Infinite come after Story clears are stable.

What is Flame Director?

In-game name Flame Director (Hu Tao). Lyth, Nightmare Spirited Away only: 2% drop with 35-run pity. Awaken with Staff of Homa (25%, 5 pity) and Ghost (33%, 1–3). Paramita Pyre title: own her and clear the raid boss without Ultimate. Not an Arsenal target for session one.

Is there Rebirth?

No. Progress comes from better weapons, enchants, Skill Tokens, accessories, Traits, and harder modes.