Anime Zero First Hour Guide — What to Do First

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Your first session decides how fast the next ten go. This Anime Zero first hour guide gives the order of operations in steps rather than clock times — redeem, spin, clear, evolve, craft, reroll, then test — so nothing is wasted. Last verified October 9, 2026 against Update 1 of October 4, 2026.

The plan

The opening route, checkpoint by checkpoint

The steps are listed in order rather than against a clock. How long each one takes depends on your level, how many codes you are eligible for and how the drops come, so this page does not attach invented minute counts to them. What is fixed is the sequence: each step funds the next one.

  1. 01
    Checkpoint 1

    Redeem the codes you are eligible for

    The Codes button sits on the right of the main interface. Ungated codes claim immediately; SORRYFORDELAY needs level 25 and NEWRAID needs level 50, so save those for after you have levelled.

  2. 02
    Checkpoint 2

    Spend Lucky Spins in the Arsenal, aiming for Mythic

    Two weapons equip at once and T swaps them. Pity floors are Mythic 175, Arcane 350 and LYTH 3,500; Epic and Legendary have none, so low-rarity rolls are the ones to avoid.

  3. 03
    Checkpoint 3

    Clear Story Chapter 1 on Easy, then Medium

    This banks Eyeballs, Cursed Fingers, Soul Fragments and Magic Pendants plus Fine Cloth, which is the material set your first evolution needs.

  4. 04
    Checkpoint 4

    Evolve Cataclysm at the Evolution NPC

    Use the Areas button to find the NPC. Evolution unlocks the ultimate, so this is where your damage ceiling actually moves.

  5. 05
    Checkpoint 5

    Craft the cheapest accessory

    Accessories are crafted rather than rolled, so once the materials are in hand the result is guaranteed. The lowest recipe in the game needs only Fine Cloth.

  6. 06
    Checkpoint 6

    Reroll a Trait at Matilda

    Aim for Fortune at 12.63%. Update 1 added a Keep Traits list sorted by rarity, so lock the roll before spending another token.

  7. 07
    Checkpoint 7

    Test Hard before committing to a Nightmare run

    Hard is one tier below Nightmare. Nightmare gates the Spirit’s Bathtub raid and the LYTH Paramita Pyre, so a failed attempt costs the run without the materials you were after.

Codes

Which code rewards to spend on first

Every code on the current list is worth redeeming, but the rewards pull in different directions and only one of them compounds. Codes hand out Trait Rerolls, Lucky Spins, Normal Rolls, Lucky Rolls, Coins and Gems. The spins and rerolls are the scarce ones, because both are tied to a fixed rarity ladder.

RewardWhy it ranks where it does
Lucky Spins & Normal RollsSpend these first, on Mythic targets. Every roll also advances pity since the October 4 rollback, so nothing is wasted while you push toward the 175-spin Mythic floor.
Trait RerollsBank these rather than spending them immediately. Reroll toward Fortune at 12.63% for the farming stats, and treat the 0.01% Traits as a long-term project. Update 1’s Keep Traits list exists so a good roll is not lost.
GemsThese pay the gem half of weapon evolutions, which run from 200 on an Epic to 3,000 on Cataclysm and 10,000 on Flame Director. Hold them for the evolution you are actually planning.
CoinsProgression budget rather than spending money. Save them for the second evolution instead of spreading them across the 200-Gem Epics.
Why this order

The logic behind this order

Codes come first because they are free and part of them are level-gated — a code you cannot redeem yet is a code you can forget. The first spins come next because everything else scales off weapon rarity. Story clears supply the materials, evolution converts materials into an ultimate, and the ultimate is what lets you clear a harder difficulty.

Trait Rerolls sit deliberately late. An unspent reroll bank is worth more than an early roll, because the accessible Traits do not change what you can clear today. The calculator shows why: at 0.01% a 1,000-reroll bank still leaves roughly a 9% chance of landing nothing at all.

The first-hour mistake that costs the most is spinning down to Epic and Legendary because the results feel immediate. Those two rarities have no pity floor and sit far below what the code rewards already push you toward, so a hundred Lucky Spins spent there buys much less progress than the same spins aimed at Mythic. Weapons page

Anime Zero unit icon representing the weapons collected in the opening session
Milestones

What this route should leave you with

Use this as a self-test rather than a stopwatch. Reaching the first three rows means the opening is on pace; the rest are efficiency gains that come once the basics stop being the bottleneck.

MilestoneWhy it matters
Codes redeemedFunds every spin and reroll that follows. Level-gated codes come once you have the level.
At least one Mythic or aboveMythic sits at a 175-spin pity floor, so it is reachable. Settling for Epic wastes spins that codes already made plentiful.
Chapter 1 materials bankedEyeballs, Cursed Fingers, Soul Fragments, Magic Pendants and Fine Cloth — the inputs for your first evolution and first craft.
One weapon evolvedUnlocks the ultimate, which is the largest single power jump available and the reason Hard becomes clearable.
First accessory craftedCrafting has no roll RNG once materials are in hand, so the first craft is a guaranteed buff rather than a gamble.
Trait reroll bankedA larger bank later buys more attempts at a rare Trait. Spending it in the opening session rarely changes what you can clear.
Hard tested, Nightmare untouchedNightmare gates the Spirit’s Bathtub raid and the LYTH Paramita Pyre, so it is worth waiting on deliberately.
First craft

The cheapest accessory, and why it first

Accessories are the only item in Anime Zero obtained by crafting rather than rolling, and there is no roll RNG beyond material drops — once the materials are in hand, the accessory is guaranteed. Crafting also has a pity system, so a rare material never turns into an endless farm. For a first session, take the lowest material cost in the table and move on.

Gentleman’s Top Hat

Recipe: 8 Fine Cloth. +3% Damage, +5% Experience, +2 Walk Speed.

What to skip for now

Blast Archer Wings and Blast Archer Crown are both Mythic and both S-tier, but their recipes need Sun Cores, Forbidden Fruits and heavy material counts from later chapters. Banking toward them is a reasonable mid-game goal, not an opening one.

Spending

The opening session currency rule

One rule covers most opening decisions: spins go to Mythic targets, rerolls go in the bank, Gems are held for the evolution you have actually planned, and Coins accumulate rather than scatter. If a spend feels like it could wait one more chapter, it can.

Robux are not required for any of it. The one published pass, Instant Spins at 149 Robux, skips the summon and reroll animations without changing roll results, so it cannot improve your odds or your pity progress. Anime Zero also states it is still in active development, so treat in-game values as authoritative where they differ from this page.

Next steps

What this route sets up

Finish the route with an evolved weapon, one crafted accessory and a bank of spins and rerolls, and the next sessions open up cleanly. The natural sequence from here is Chapter 2 and Chapter 3 for materials, then Hard, then a deliberate Nightmare attempt for the raid. Weapon choices and material costs are broken out on the weapons page.

  • •Next session: clear Chapter 2 and Chapter 3, and point the Skill Tokens at a single attribute path
  • •Then: confirm Hard clears consistently and only then spend a Nightmare attempt
  • •Nightmare unlocked: farm Spirit’s Bathtub for Ghosts and Staffs of Homa, which gate the Flame Director evolution
  • •Only after that: spend the reroll bank, using the published rates rather than guesswork
Common questions

FAQ

What should I do first in Anime Zero?

Redeem the codes. Click the Codes button on the right of the main interface and claim everything you are level-eligible for. That bank of Lucky Spins and Trait Rerolls is what makes the rest of the opening route possible — codes hand out hundreds of each.

Why should I not spin on Lucky Spins immediately?

You should — but aim them at Mythic rather than Epic. Mythic has a 175-spin pity floor and Arcane 350, while Epic and Legendary have no floor at all. Spending a hundred Lucky Spins on Epics is the most common opening waste, because those weapons scale far below what the code rewards already unlock.

What should I do with my first materials?

Evolve Cataclysm. Evolution unlocks the fourth skill, the ultimate, and it is the biggest power spike available. Cataclysm costs 3,000 Gems and five materials that all drop outside the raid, which makes it the realistic first target even though Flame Director is the stronger weapon overall.

Should I reroll my Trait in the first hour?

Yes, but target Fortune at a 12.63% roll rate rather than Deadeye or Supernova at 0.01% each. Fortune gives +25% Coins, +20% Experience and +20% Drop Rate, which pays back on every farm run you do afterwards. Deadeye at 0.01% has an expected cost of 10,000 rerolls.

Can I skip the Story chapters in the first hour?

No. Chapter 1 on Easy and Medium is where Eyeballs, Cursed Fingers, Soul Fragments and Magic Pendants come from, and those feed the evolutions that make the harder difficulties clearable. Fine Cloth drops in every chapter and in Infinite mode, so common materials are never what is holding you back.

Should I try Nightmare difficulty in the first hour?

No. Nightmare is one of four tiers — Easy, Medium, Hard and Nightmare — and enemy stats rise with it. It also gates the Spirit’s Bathtub raid, which is the only source of the LYTH Paramita Pyre. Confirm you can clear Hard with your current build before spending a Nightmare attempt.

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Keep reading

This route reflects Update 1 of October 4, 2026. Steps are given in dependency order rather than timed, because no published record supports exact timings. Numerical claims are tied to the dated references above.