First hour · controls · setup order

Anime Zero Beginner Guide

A new Anime Zero account gets strong fastest by doing a few cheap things in the right order. Redeem the codes, join the LY* group, summon until both weapon slots hold at least a Legendary, spend your first skill-tree token on damage, then clear Story acts in order and finish each session in the AFK chamber.

None of those steps costs Robux. Fighting well matters just as much: on PC you attack with M1, fire skills with 1, 2 and 3 and swap weapons with T, and because only two enemies can hit you at once, a wall or doorway at your back turns a crowd into a queue.

First-hour checklist

Redeem every code

All 21 codes add at least 1,137 lucky spins, 295 spins and 1,224 trait rerolls.

Guide: Codes

Join the LY* Roblox group

Group membership unlocks in-game group rewards.

Roblox group

Spend the first skill token on damage

The first damage node gives +15% damage.

Guide: Traits

Clear Story acts in order

Acts unlock one by one and pay coins, gems, XP and materials.

Guide: Game Modes

End each session in the AFK chamber

It pays one lucky spin every 15 minutes while you are away.

Guide: Summons & Pity
Key art of a fighter slashing a curved blade through blue and red energy
Every run is fought with two equipped weapons; the swap key T trades between them mid-fight.

Codes and the group first

Welcome to Anime Zero badge: a green avatar bursting forward in green energy
The Welcome to Anime Zero badge, awarded the moment you first join.

Codes are the biggest free head start in the game. The Codes button sits on the right of the lobby screen, and the 21 working codes together pay more than 400,000 coins, about 1,400 summons and over 1,200 trait rerolls. Two of them, NEWRAID and SORRYFORDELAY, wait until level 50 and level 25, so note them and come back later. If you only have a few minutes, TYASHIRA alone pays 500 lucky spins and HOP3YOU3NJOY pays 250 normal spins, which is plenty to fill both weapon slots with something better than the starters.

Next, join the LY* group on Roblox, because group membership unlocks separate in-game group rewards, and keep the official Discord handy, since new codes and patch notes appear there first. Your first visit to the game has already earned the Welcome to Anime Zero badge, which more than half of all players hold.

Fill both weapon slots

You fight with two weapons at once and switch between them with T, and the incoming weapon gets +20% damage for 4 seconds after each swap. That makes the second slot almost as important as the first. The three Epic starters, Rubber Man, Cosmic Warrior and Thunder Prodigy, fall off quickly, so spend your code spins until both slots hold a Legendary or better. Legendaries land on about one summon in six, so that rarely takes long.

Most accounts see a Mythic well before the 175-spin guarantee, because roughly one summon in 23 lands Mythic or better. When you have a choice, pick a pair with a named weapon synergy: Guts with Lights of Divinity adds damage and health, and Cursed King with Alucard adds +10% damage. Any other pair still gets +5% damage. Hold on to Rubber Man even after it leaves your main slots: one weekly quest asks for nine dungeon clears with it equipped.

Skill tree and traits

Each weapon has its own skill tree, and the first token on the damage node is worth +15% damage, the best opening investment on any main. Crit nodes can wait: crits already deal 200% of base damage, and the caps of 60% crit chance and 275% crit damage limit how much extra crit pays off.

Traits are rolled bonuses on the equipped weapon. Spend your code rerolls on the weapon you plan to keep, because a reroll only ever changes the weapon you have equipped. Supernova and Deadeye are the top rolls, and Sniper and Ferocity are guaranteed within 250 pulls.

Titles add a third layer on top of traits and the skill tree, and there are 22 of them. The Cosmic Warrior title, worth +10% drop rate and +3% damage, unlocks simply by using that Epic weapon, so take it into a run early even if you replace it later.

Controls

These are the PC inputs. The last two rows are rules rather than keys, and both shape how you should fight.

InputActionWhat it does
M1 Normal attack chain Basic hits that keep damage going while skills recharge; the last hit is a finisher
1, 2, 3 Weapon skills Every weapon has three skills on separate cooldowns
G Ultimate Locked until the weapon is evolved
T Swap weapon slot Switch between your two weapons; the incoming one gets +20% damage for 4 seconds
Q Dash Avoids telegraphed hits, but you cannot dash out of a skill once it starts
F Block Drains a guard bar that breaks after too many hits
F (timed) Perfect block Costs no guard and knocks enemies back
B Manage menu Opens loadout management from inside a run
L Leave run Exits the run; rewards are paid only for waves you finished
Rule Two-attacker limit Only two enemies can attack you at once, so funnel packs instead of getting surrounded
Rule Combo ranks Hit streaks climb through NICE!, COMBO!, SAVAGE!, INSANE!, SLICK! and GODLIKE!!!

Staying alive in fights

Only two enemies can attack you at the same time. Fight with your back to a wall or pull packs through a doorway, and the rest of a crowd waits its turn instead of surrounding you. This matters more on Hard and Nightmare, where enemy health rises to 1.6 and 2 times.

Blocking with F drains a guard bar, and the guard breaks after too many hits, so do not hold it through a whole combo. A perfect block, timed just as the hit lands, costs no guard at all and knocks the attacker back. Dash with Q to step out of telegraphed attacks, but commit to skills carefully, because a skill animation cannot be cancelled into a dash.

The combo ranks, from NICE! up to GODLIKE!!!, are the game's own feedback on your rotation of M1 chains, skills and swaps. If the counter keeps resetting, you are probably spending too long blocking or walking between packs.

Story first, then the AFK chamber

Trailer frame of the neon lobby street behind railway-crossing gates at night
The neon lobby, where you pick a mode and difficulty and idle between runs.

Story acts unlock one at a time and each previews its material drops, so clearing them in order also tells you where to farm later. Every win pays coins, gems and XP, and the trait crystal chance doubles with each difficulty step, from 5% on Easy to 40% on Nightmare. Your account level climbs along the Level Road toward 500, with coins, gems, spins and rerolls at milestone levels.

Daily and weekly quests pay out while you play, and Update 1 added a Claim All button to collect them in one press. When you log off, stand in the AFK chamber: an hour there is worth 36,000 coins, 1,500 gems and 4 lucky spins, and a full night of eight hours adds 32 lucky spins toward your pity counters. Once both weapons handle Nightmare Story acts, the Spirited Away raid is the next goal.

Sources

  1. animezeroroblox.wiki (fan wiki, patch-note based) animezeroroblox.wiki
  2. animezeroo.wiki (fan wiki, tier lists) animezeroo.wiki
  3. animezero.info (fan wiki, entity coverage) animezero.info
  4. Roonby: Anime Zero guide series roonby.com
  5. MK: I Tried EVERY Ability In Anime Zero (creator gameplay video) youtube.com
  6. Creator videos found by YouTube search (abilities, raid, tier lists, builds) youtube.com