Gaming Guide

ZZZ 3.2 Deadly Assault: How M6W5 Claret Hits the 65,000 Score Cap

The damage and performance point split behind a maxed clear against the level 70 Deadly Assault boss.

The damage and performance point split behind a maxed clear against the level 70 Deadly Assault boss.

A 65,000-point Deadly Assault run is not a big number pulled out of nowhere. It is the ceiling. Claret Flint at Mindscape 6 with a rank 5 W-Engine, backed by Norma Hollowell and Alexandrina Sebastiane, wipes the level 70 boss in 2 minutes and 14 seconds and lands on exactly 65,000 with an S-rank, because that is as high as a single stage goes.

Quick answer: 65,000 is the maximum score on one Deadly Assault stage — 60,000 from the damage score plus the 5,000 cap on Performance Points. Max the damage score, then bank all 5,000 Performance Points from counters and staggers, and the result screen reads 65,000.


Deadly Assault score breakdown: damage score vs Performance Points

Every Deadly Assault stage gives you three minutes against a level 70 version of a story boss. Your total is two separate pools added together. Damage score comes from raw output, and Performance Points come from executing the boss-specific mechanic — parries, counters, purifications, whatever that fight asks for. Performance Points stop at 5,000 no matter how many times you trigger them.

ElementValue
Damage score (maxed)60,000
Performance Points (cap)5,000
Maximum total65,000
B-Rank threshold6,000
A-Rank threshold14,000
S-Rank threshold20,000

That gap matters. S-rank only needs 20,000, so a 65,000 run is roughly triple the star requirement. The extra points buy nothing in rewards — three stars is three stars — which is why maxed clears are a build benchmark rather than a farming necessity.

Claret attacking the Deadly Assault boss as combo damage numbers and the stage score climb
Damage numbers stack up during the run while the score counter in the corner tracks progress toward the thresholds. Image: HoYoverse

The 3.2 boss and the Fire Rain damage reduction

The new fight that showed up in 3.2 test builds is the Infernal Revenant, staged in a molten volcanic arena. Partway through the fight it enters a Fire Rain state and gains 50% damage reduction. That reduction holds until you shatter the flints it puts out. Ignore them and your damage score flatlines for the rest of the timer, which is the single most common reason a run lands in the 30,000s instead of near the cap.

Fire Rain state warning appears on screen during the level 70 boss fight
The Fire Rain warning marks the window where the boss takes 50% less damage until its flints are broken. Image: HoYoverse

The boss also uses a Control Skill that the game explicitly flags on screen, telling you to answer it with a Perfect Dodge or Perfect Assist. Chaining those counters feeds directly into Assist Attacks and Chain Attacks, so the defensive play and the offensive play are the same play.

On-screen prompt highlighting the Space button to counter the boss's consecutive attacks
The prompt to counter the boss’s consecutive strikes at the right moment. Image: HoYoverse

Note: the live rotation and this one are not the same thing. As of the most recent update the stages are Dead End Butcher, Girtablullu, and Primordial Nightmare, with Rewritten Sanguine Sweeper in Adversity Mode. Bosses and buffs change when the mode rolls over.


Banking all 5,000 Performance Points

Performance Points are the half of the score most people leave on the table, and they are awarded in fixed chunks rather than accumulating with damage. Every current stage pays them out for reacting correctly to a specific move.

BossHow Performance Points are earned
Dead End Butcher300 per Perfect Dodge or Perfect Assist
Girtablullu1,000 per parry on the downward smashes, 1,000 for a Chain Parry on the final slam, 1,500 for breaking the Corruptive Barrier
Primordial Nightmare1,000 for Miasmic Shield Purification, 500 per counter during the Control Skill, 2,000 for a Shutdown on the Control Skill
Rewritten Sanguine Sweeper1,000 per counter into a special stagger, 500 per counter during the Control Skill, 1,500 for a Shutdown on the Control Skill

All four stop at 5,000. Hitting that cap early is the difference between the 65,000 run and the 64,500 one — a single missed counter on the Control Skill left that second attempt sitting at 4,500 Performance Points despite an identical 60,000 damage score.

Chain Attack combo in progress with the running score total shown on screen
Chain Attacks convert successful counters into burst damage while the score ticks upward. Image: HoYoverse

Claret Flint’s build in the 65,000 run

Claret is capped at level 60 in the run, with her W-Engine at the same level. M6W5 is the shorthand for the investment behind it — Mindscape Level 6 and the signature W-Engine at rank 5. The stat line is heavily crit-weighted, sitting well past guaranteed crit rate before any team buffs are applied.

StatValue
ATK2,113
HP7,963
DEF2,540
CRIT Rate126.2%
CRIT DMG174.8%
PEN Ratio32%
Laceration DMG150%
Anomaly Proficiency79
Anomaly Mastery80
Claret Flint's Base Stats tab at the level 60 cap, where the crit-heavy stat line is visible.03:05
Claret Flint's Base Stats tab at the level 60 cap, where the crit-heavy stat line is visible. Shown at 03:05 in MMOJACKX57’s video. Image: HoYoverse

Gear across the squad is straightforward, with no exotic off-set experiments.

AgentW-Engine and Drive Discs
Claret FlintCrimson Thirst; Thorned Rose and Puffer Electro
Norma HollowellKing of the Summit and Woodpecker Electro discs
Alexandrina SebastianeWeeping Cradle; Moonlight Lullaby discs

Claret’s Core Passive, Pale Blood Feast, is what the run is built around, and other Claret teams swap the disc pairing without changing the engine — Thorned Rose with Soul Rock in one case, Phaethon’s Melody with Thunder Metal in another, always on Crimson Thirst.


What the same boss looks like at lower investment

Score scales hard with Mindscape and W-Engine rank, and the clock is the tell. The maxed run kills the boss with 46 seconds still on the timer. Everything else runs the full three minutes and ends on damage, not on a wipeout.

SquadTime and total score
Claret (M6W5), Norma Hollowell, Alexandrina Sebastiane02:14 — 65,000
Claret, Pryce, Alexandrina Sebastiane03:01 — 64,500 (60,000 + 4,500)
Claret, Pryce, Velina03:01 — 42,093
Claret (M0W1), Norma Hollowell, Roxy03:01 — 36,209 (31,209 + 5,000)

The M0W1 line is the useful reference point. It still banked the full 5,000 Performance Points and still cleared S-rank comfortably, with Ultra Jake as the Bangboo and the tactical buff that raises Daze along with Electric and Wind damage. The mechanic execution was identical; only the damage score moved.


How to confirm the run counted

The end of a stage runs through a fixed sequence. Killing the boss triggers the WIPEOUT graphic, followed by the INVESTIGATION COMPLETE banner. The Challenge Results screen then shows the rank letter, Total Time, and the score split into Damage Score and Performance Points. If that screen reads 60,000 and 5,000, the stage is maxed and there is nothing further to squeeze out of it.

Two things quietly cost runs before they start. Agents lock to a stage once you deploy them, so a character used on one boss cannot appear on another, and resetting a team to fix that wipes that stage’s progress. Rewards already claimed stay claimed. The mode also does not scale down, so an underlevelled squad simply will not reach the thresholds.


Access requirements and the reset schedule

Deadly Assault opens up at Inter-Knot Level 40 once Shiyu Defense is unlocked and the Deadly Situation commission is finished. After that it sits at Scott’s Outpost. Each star threshold pays 50 Polychromes, 80 Investigation Merits, and 25,000 Dennies, for three sets per stage.

The mode rolls over every other Friday, clearing progress and rotating the boss lineup and buffs. The next reset falls on September 11, 2026.

None of this makes 65,000 a requirement. Three stars caps out at 20,000, and a well-built M0W1 Claret clears that with room to spare. The maxed run is mainly a demonstration of where the ceiling sits and how the two score pools combine to get there.