ZZZ Drive Disc Farming Planner

Which Area Patrol stage should you farm? Spend 60 Battery where both Drive Disc sets are ones your team wants.

Pick the agents you are building and this Zenless Zone Zero Drive Disc farming planner ranks all 15 Area Patrol stages by how many Drive Discs your team can actually use per 60 Battery — which stage to farm first, and which to skip.

1 Your roster

Every Area Patrol stage drops exactly two Drive Disc sets for 60 Battery, so a stage where both sets are ones you want is worth twice the battery of one where only one is. Mark the agents you own below — it is the same roster as the ZZZ Roster Builder, saved in this browser.

Loading roster…

2 Who to plan for

Pick the agents you're building — any number — or plan for your whole roster.

Selected (any number — click to remove)
Pick from your roster

❓ How it works

Which Area Patrol stage should I farm for Drive Discs?

The stage where both of its Drive Disc sets are ones your team wants. Area Patrol is the only targeted source of Drive Discs: each of the 15 stages drops exactly two sets, and a run costs 60 Battery Charge (2–3 S-rank and 5 A-rank discs at level 60). A stage where only one set is useful returns roughly half the value of a stage where both are. The planner scores every stage by usable discs per run and emits a farm order.

How does it know which sets my agents want?

From community build guides: each agent has a recommended 4-piece set and one or more 2-piece effects. The 2-piece part is matched by effect, not by set name — Freedom Blues, Chaos Jazz and Feathered Fate all give Anomaly Proficiency +30, so any of them satisfies that need. Pick specific agents to plan for a team, or use your whole owned roster.

Which Drive Disc should I farm in ZZZ?

Start with the 4-piece set of the agent you are building right now — a 4pc need is four specific discs and only one or two stages drop that set, so it is the scarce part of any build. 2-piece needs are flexible: they are an effect (Anomaly Proficiency, Ether DMG, ATK%…) that several sets provide, so they are usually covered by whatever else the stage drops. The planner encodes exactly that: a 4pc need is worth more than a 2pc need, an agent's only viable set outweighs one of four options, and a stage whose two sets both serve your team beats one where only one does.

How is the stage value calculated?

Every selected agent contributes the same total demand, split across their recommended 4-piece sets and 2-piece effect classes by rank (each lower-ranked option is worth 60% of the one above). A set's value is the 4pc demand for that exact set plus the 2pc demand for its effect class, with partial credit for near-equivalent classes. A stage's Value is the sum of its two sets' values, scaled so the best stage for your team reads 100; ties break on how many sets are wanted and how many agents are served. The farm order is greedy: once a run covers an effect, other sources of that effect stop counting, so the list tells you what to run next rather than listing the same need five times.

What about stages to avoid?

Stages where neither set is wanted by anyone you selected are listed separately so you don't spend Battery there. Ether Batteries (auto-combat, up to four queued) follow the same ranking — the plan is about where the Battery goes, not how you clear the stage.