Burnice ZZZ Overview
Welcome to our Zenless Zone Zero Burnice guide. We’ll cover everything you need to know about her skills, builds, teams, and more.
Burnice |
Sons of Calydon |
||
S Rank |
Fire |
Anomaly |
Burnice has just released in ZZZ, and she is fulfilling a new team role that has yet to be seen in the game.
Overall, Burnice provides offensive utility in the form of off-field damage. This type of role is quite rare so far in ZZZ. Some Agents like Rina and Lucy have a little bit of off-field damage, but Burnice looks to excel in this role.
As an Anomaly Agent, Burnice also will apply Burn very well, making her a great pairing for other Anomaly Agents. While Burnice will likely find her best home in Anomaly teams, she can still be played alongside traditional Crit DPS Agents like Soldier 11.
ZZZ Burnice Release Date
Burnice’s banner will be on the second half of Version 1.2, which will run from October 16th, 2024 to November 6th, 2024.
She will be featured alongside Lucy and Nicole.
ZZZ Burnice Skills
Kit Overview
Overall, Burnice’s kit mostly revolves around her Core Passive. Like many other Agents, Burnice has an extra resource bar known as “Heat.” Spending Energy will generate 1.4 Heat per 1 Energy. At 50 Energy, Burnice enters the Nitro-Fuel Cocktail state.
In this state, hitting enemies with certain moves (Enhanced Basic, EX Special, Chain, Ultimate) will Scorch them. When other squad members hit a Scorched enemy, 8 Heat will be consumed, dealing Fire DMG and applying Fire Anomaly Buildup. (Known as Afterburn)
You may notice this DMG is considered “Assist Attack DMG.” For the most part, this doesn’t matter, but things that buff “EX Special DMG” for example won’t apply to this Afterburn damage.
Additional Ability Notes
Activating Burnice’s AA will increase her Anomaly Buildup and extend Burn by 3 seconds. Extending the duration of Burn will increase Disorder damage as well.
You can activate this by pairing her with another Anomaly Agent or someone from Sons of Calydon. Considering the roster we have, this shouldn’t be difficult to do as you have plenty of options.
Quick Assist / Other Combat Notes
You will notice that Burnice has a Hold Basic Attack that expends 20 Heat. This move can be used at the start of the fight to quickly Scorch enemies, since Burnice enters the field with full Heat. Using this move also generates a good amount of Energy, so you don’t need to worry too much about “wasting” Heat.
Note that Burnice has two EX Special Attacks. Her first one uses one flamethrower, and you can move to dodge while channeling. By pressing/holding EX Special again, Burnice will use both flamethrowers, expend Energy more quickly, but cannot dodge.
You can look to use her double flamethrower when you want to fill up her Heat bar quickly and swap back out.
There are also a few moves that let you immediately double flamethrower instead of single. After Enhanced Basic, Assist Follow-Up, or Chain Attack, you can immediately hold Special Attack to double flamethrower.
Lastly, Burnice has a Quick Assist built into her Ultimate. You may want to save your Decibels for your other Anomaly Agent, but this Ultimate generates 50 Heat. If you find yourself without Energy and no Heat, this Ultimate can immediately Scorch the enemy and swap into your other Agent.
Core Skills
Core Passive: Nitro-Fuel Cocktail
When Burnice expends Energy, she accumulates Heat, up to a max of 100. She gains 1.4 Heat for each 1 point of Energy consumed. At 50 Heat, she enters the Nitro-Fuel Cocktail state until all Heat is expended. Upon entering the battlefield, Burnice instantly accumulates 100 Heat.
While in the Nitro-Fuel Cocktail state, when Burnice hits an enemy with a Basic Attack: Mixed Flame Blend, EX Special Attack, Chain Attack, or Ultimate, she applies the Scorched effect to the target until she exits the Nitro-Fuel Cocktail state. When other squad members hit enemies under the Scorched status, it triggers the Afterburn effect, expending 8 Heat to deal Fire DMG equal to 350% of Burnice’s ATK and accumulate Fire Anomaly Buildup. This effect can trigger once every 1.5s. For every 10 Anomaly Proficiency, Afterburn DMG increases by 1%, up to a max of 30%. DMG from the Afterburn effect is considered Assist Attack DMG.
Additional Ability: Fire Kindling
When another character in your squad is an Anomaly character or shares the same Faction:
When Burnice’s Basic Attack: Mixed Flame Blend, EX Special Attack: Intense Heat Stirring Method or EX Special Attack: Intense Heat Stirring Method – Double Shot hits an enemy, or when the Afterburn effect is triggered, the move’s accumulated Fire Anomaly Buildup increases by 65%. When any squad member applies the Burn effect to an enemy, the duration of that effect is extended by 3s.
Basic Attack
Basic Attack: Direct Flame Blend
Press to Basic Attack to activate: Unleashes up to 5 attacks in front, dealing Physical DMG and Fire DMG.
Basic Attack: Mixed Flame Blend
In the Nitro-Fuel Cocktail state, hold Basic Attack to activate:
Spin continuously while spraying flames around, followed by a Finishing Move that inflicts Fire DMG. Continuing to hold extends the flame-spraying duration. When the move is activated, it consumes 20 Heat; Anti-Interrupt level is increased while using this skill.
After executing the Finishing Move, press Special Attack to immediately follow up with EX Special Attack: Intense Heat Stirring Method – Double Shot.
Dodge
Dodge: Fiery Phantom Dash
Press Dodge to activate: A quick dash dodge. Character is invulnerable while using this skill.
Dash Attack: Dangerous Fermentation
Press Basic Attack during a dodge to activate: Perform a forward rush attack with the flamethrower, dealing Fire DMG.
Dodge Counter: Fluttering Steps
Press Basic Attack during a Perfect Dodge to activate: Launch a series of attacks on enemies in front while spraying flames, dealing Physical DMG and Fire DMG. Character is invulnerable while using this skill.
Assist
Quick Assist: Energizing Specialty Drink
When the on-field character is launched, press Assist to activate: Unleash a flurry of attacks on enemies in front while spraying flames, dealing Physical DMG and Fire DMG. Character is invulnerable while using this skill.
Defensive Assist: Smoky Cauldron
When the character on field is about to be attacked, press Assist to activate: Parries the enemy’s attack, dealing massive Daze. Character is invulnerable while using this skill.
Assist Follow-Up: Scorching Dew
Press Basic Attack after a Defensive Assist to activate: Leap into the air and quickly spin forward while spraying flames in all directions, dealing Fire DMG. After using the skill, press Special Attack to immediately follow up with EX Special Attack: Intense Heat Stirring Method – Double Shot. Character is invulnerable while using this skill.
Special Attack
Special Attack: Intense Heat Aging Method
Press Special Attack to activate: Unleash a fire blast forward, inflicting Fire DMG; Press and hold Special Attack to charge, boosting the move’s power. Anti-Interrupt level is increased while using this skill.
EX Special Attack: Intense Heat Stirring Method
With enough energy, press Special Attack to activate: Continuously spray flames with a one-handed flamethrower, then release a fire blast in a straight line ahead, dealing massive Fire DMG. Continue holding to steadily consume energy and extend the spray’s duration.
While continuously spraying, drag the stick/joystick to execute a sidestep dodge, adjusting your position in the corresponding direction. Anti-Interrupt Level is increased while continuously spraying, and DMG taken is reduced by 40%. Character is invulnerable during sidestep dodge and fire blast.
EX Special Attack: Intense Heat Stirring Method – Double Shot
While using EX Special Attack: Intense Heat Stirring Method, with enough Energy, press Special Attack to activate: Use both flamethrowers to continuously spray flames, followed by a fire blast in a front line, dealing massive Fire DMG. Keep holding to continue consuming Energy and extend the spray’s duration.
Character is invulnerable during the moment the spray is activated and during the activation of the fire blast. Anti-Interrupt Level is increased while spraying, and DMG received is reduced by 40%.
Chain Attack
Chain Attack: Fuel-Fed Flame
When a Chain Attack is triggered, select the character to activate: Quickly dash forward while spraying flames in all directions, then launch a fire blast in a fan-shaped area ahead, dealing massive Fire DMG.
After using the skill, press Special Attack to immediately follow up with EX Special Attack: Intense Heat Stirring Method – Double Shot. Character is invulnerable while using this skill.
Ultimate: Glorious Inferno
When Decibel Rating is at Maximum, press Ultimate to activate: Dash forward quickly, then leap into the air and continuously spray flames over a wide area ahead, dealing massive Fire DMG.
When leaping into the air, a Quick Assist will be triggered. If the Quick Assist is activated, Burnice will extend the duration of her flame spray. Upon activation, recover 50 Heat. Character is invulnerable while using this skill.
Burnice ZZZ Mindscape Cinema
M1 | Kindred Flames: Increases the limit of Heat from 100 to 140. Upon entering the battlefield, Burnice accumulates an additional 40 Heat. Increases the DMG Multiplier of the Afterburn effect by 100% of Burnice’s ATK. Additionally, the accumulated Fire Anomaly Buildup from the Afterburn effect is increased by 25%. |
M2 | Extra at No Additional Charge: When triggering the Afterburn effect, Thermal Penetration is applied to the enemy, stacking up to 5 times and lasting 6s. Repeated triggers reset the duration. When any allied unit in the squad hits the enemy, the attack’s PEN Ratio is increased by 4% for each stack of Thermal Penetration, up to a max of 20%. |
M3 | Optimistic by Nature: Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2 |
M4 | Ultimate Fuel Supply: When an EX Special Attack or Assist Attack hits an enemy, the move’s CRIT Rate increases by 30%. The max flame spray duration of EX Special Attack: Intense Heat Stirring Method – Double Shot is increased by 1s. |
M5 | Dance of Fire and Ice: Basic Attack, Dodge, Special Attack, and Chain Attack Lv. +2 |
M6 | Burning Invitation: When Burnice hits an enemy with EX Special Attack: Intense Heat Stirring Method – Double Shot, it triggers an additional special Afterburn effect, dealing 60% of Burnice’s ATK as Fire DMG to the target. This effect can trigger once every 0.5s and does not consume Heat. After hitting an enemy with EX Special Attack: Intense Heat Stirring Method – Double Shot, while the move is active, EX Special Attack: Intense Heat Stirring Method – Double Shot, special Afterburn effects, and Burn effects will ignore 25% of the target’s Fire RES. When EX Special Attack: Intense Heat Stirring Method – Double Shot’s fire blast hits an enemy, if that enemy is Burned, trigger an additional instance of Burn DMG equal to 1,800% of the original DMG. This effect can trigger once every 20s for each target. |
ZZZ Burnice Mindscape Value
When it comes to Mindscapes in ZZZ, most DPS Agents follow a similar formula:
- M1/M2 provides some form of quality of life that results in better rotations and/or damage.
- M1/M2 usually is purely damage related.
- M4 provides a decent buff, but usually not better than M1 + M2.
- M6 gives a massive amount of damage.
Burnice’s Mindscape Cinema follows this trend to the t.
M1 and M2 are both solid upgrades, with M1 providing more quality of life, and M2 providing raw damage through PEN Ratio. Both of these Mindscapes are quite good. The extra Heat from M1 allows you to swap into Burnice less often, while the damage buff from M2 is teamwide and strong.
The PEN Ratio on M2 is also notable since Anomaly characters have good access to other sources of PEN Ratio. (Grace Signature W-Engine, Rina, Disk 5) If you don’t already know, PEN Ratio as a stat/multiplier gets stronger the more you have of it, making it something to potentially build around if you have the pieces.
As with other characters, M4 is a decent upgrade, but not really worth 2 Mindscapes. The same goes for M6. While you will deal a ton of damage, the game doesn’t and likely will never need this much damage to clear content.
Burnice ZZZ Build Guide Overview
Overall, Burnice’s build isn’t anything new. Anomaly Agents generally build in similar ways, and Burnice is no different.
As with most Anomaly Agents, the priority will be getting ATK% and Anomaly stats. Version 1.2 also released the new Chaos Jazz set which will be perfect for Burnice.
W-Engine
- Flamemaker Shaker (Signature)
- Electro Lip Gloss (Battle Pass)
- Fusion Compiler (Standard S-Rank)
- Weeping Gemini/Rainforest Gourmet/Roaring Ride (F2P)
Drive Disc
- Chaos Jazz (4)
Freedom Blues (2) / Swing Jazz (2) / Inferno Metal (2)
Drive Disc Stats
Main Stats
- 4: Anomaly Proficiency/ATK%
- 5: Fire DMG%/PEN Ratio%
- 6: Anomaly Mastery
Substats
- Anomaly Proficiency
- ATK%
- ATK/PEN
- Crit Rate/Crit DMG
ZZZ Burnice Best W-Engines
Flamemaker Shaker (P0)
Base ATK: 713 | Attack: 30%
While off-field, the equipper’s Energy Regen increases by 0.6 per second. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper’s DMG increases by 3.5%, stacking up to 10 times and lasting for 6s. This effect can trigger once every 0.3s. While off-field, the stack effect is doubled. Repeated triggers reset the duration. Upon obtaining the DMG increase effect, if the number of current stacks is greater than or equal to 5, then the equipper’s Anomaly Proficiency increases by 50. This Anomaly Proficiency increase does not stack and lasts for 6s.
As with most Agents, Burnice’s Signature is her best in slot, providing both utility and the best damage. It gives off-field Energy Regen, DMG% (which doubles while off-field), and AP. This passive has a short ramp up time, but once fully stacked, you will be able to maintain the max buff for the entire fight.
Even at P0, Flamemaker Shaker outperforms every other A-Rank Engine even at P5. While the exact numbers are difficult to calculate, you can expect a solid increase from Weeping/Rainforest, but a slightly smaller increase from Electro Lip Gloss P5.
Electro Lip Gloss (P5)
Base ATK: 594 | Anomaly Proficiency: 75
When there are enemies inflicted with Attribute Anomaly on the field, the equipper’s ATK increases by 16% and they deal an additional 25% more DMG to the target.
Outside of the first Anomaly proc, Electro Lip Gloss will have the buff up for essentially the entire fight. 16% “Combat ATK” and 25% DMG is a strong buff with very easy up time.
However, Electro Lip Gloss P5 is a hefty investment. Getting this W-Engine to P5 requires 5 battle pass purchases (50 USD), and it’s not even possible to achieve this yet. You won’t be able to finish promoting this W-Engine until Version 1.5.
By then, you might have some Chromes saved up to pull for Signature weapons, so decide carefully what you want to do.
Fusion Compiler (P1)
Base ATK: 684 | PEN Ratio: 24%
Increases ATK by 12%. When using a Special Attack or EX Special Attack, the equipper’s Anomaly Proficiency is increased by 25 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.
Fusion Compiler will always be a viable option for Anomaly Agents due to the PEN Ratio Main Stat. Burnice’s M2 grants an additional 20% PEN Ratio, so combining that with Fusion Compiler will compound for more damage.
The buff is also quite easy to obtain, since Burnice’s EX Special can trigger it twice when you go from one flamethrower to two. If you already have this Engine, you can make PEN Ratio extremely strong by using Rina, Burnice M2, Disk 5, and Fusion Compiler. All of these sources will combine for near 100% PEN Ratio.
If you don’t own this Engine, I wouldn’t use Signals to buy it, as you’re likely better off using those pulls toward Mindscapes or Signature weapons. But if you do have it, this Engine can perform very well with the right investment.
Weeping Gemini (P5)
Base ATK: 594 | Attack: 25%
Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 46, stacking up to 4 times. This effect expires when the target recovers from Stun or is defeated. The duration of each stack is calculated separately.
Weeping Gemini and Rainforest Gourmet are both good F2P options since you can craft them up to P5. This also doesn’t take too long to do as crafting materials come quickly in ZZZ.
Weeping Gemini builds a stack of AP every time Anomaly is applied, up to 4 stacks for 184 AP. This buff ends when the enemy dies or they recover from stun.
Since most Anomaly teams don’t run a Stun Agent, this effect can have good uptime, but it will never be perfect. Weeping Gemini will shine more on double Anomaly/Disorder teams, where you can build 4 stacks up very quickly.
However, in content with multiple weak enemies like dailies, Weeping won’t provide much. Still, most players build for harder/boss content, and Weeping will do well there.
Furthermore, you really want to ensure you proc Anomaly during the Stun window. Utilizing the 184 AP on top of the 1.5x Stun DMG multiplier will lead to gigantic Anomaly/Disorder procs.
One last note. As your characters get stronger, you’ll start clearing enemies faster, even bosses. If you use Caesar who is a pseudo-stunner, you likely will have an average of 2 stacks on Weeping instead of 4. If you’re still a bit underleveled or new, Weeping provides a lot of mileage as you can make use of the max stacks for longer.
Rainforest Gourmet (P5)
Base ATK: 594 | Anomaly Proficiency: 75
For every 10 Energy consumed, the equipper gains a buff that increases ATK by 4% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.
Rainforest Gourmet is also a solid option for Burnice. In longer fights, Weeping usually comes out ahead, but Rainforest isn’t too far behind Weeping.
The main difference is that you want to take advantage of the ATK% buff as best you can. For example, if you plan to use Burnice’s Ultimate, lead with EX Special to trigger 1 Burn and build up the buff. Once you use Ultimate, the buildup will snapshot the Rainforest buff and lead to a bigger Burn.
Ideally, you will trigger Disorder before the second Burn applies so you don’t waste any Burn damage by overlapping Burns.
Roaring Ride (P5)
Base ATK: 624 | Attack: 25%
When EX Special Attack hits an enemy, one of three possible effects is randomly triggered for 5 seconds. This effect can trigger once every 0.3s. The same types of effects cannot stack. Repeated triggers reset the duration allowing several effects to be active at once:
- increases the equipper’s ATK by 12.8%,
- increases the equipper’s Anomaly Proficiency by 64,
- increases the equipper’s Anomaly Buildup Rate by 40%.
Roaring Ride is similar to Rainforest Gourmet in that you build up the buff using EX Special. While the uptime is short, if you trigger the first Burn with a full channel of EX Special, you’ll get a sizable buff to your initial Burn.
However, Roaring Ride is a gacha W-Engine, so you won’t be able to craft this to P5. If you happen to have a P4 or P5, using it won’t be too far off from Rainforest/Weeping.
Lastly, a major bonus for this W-Engine is that is gives 40% Buildup Rate, which is not granted by any other W-Engine. More Buildup can lead to more Burns/Disorders, which can be good for speed running. However, this guide is still intended for general use/strength, so I won’t cover speed run tactics too much.
Calculating for Roaring Ride is incredibly difficult to do in an extended fight, and the community seems split on whether Roaring Ride or Weeping Gemini is the best F2P option. (Assuming P5 on both)
ZZZ Burnice Drive Disc
Chaos Jazz
- 2-Pc: Anomaly Proficiency +30
- 4-Pc: Fire DMG and Electric DMG are increased by 15%. When off-field, the damage caused by EX Special Attacks and Assist Attacks is increased by 20%. When the character switches back onto the field, this buff continues for 5s. The lasting effect can be triggered once every 7.5s.
Chaos Jazz is a new set releasing in Version 1.2, and the effect fits perfectly with Burnice’s kit. The 2-pc gives 30 AP just like Freedom Blues, and the 4-pc grants a lot of bonus DMG stats.
Firstly, the 15% Fire DMG is unconditional and a solid source of damage. The set also buffs EX Special Attack and Assist Attack damage by 20% while off field. Since Burnice will be doing damage off-field, this buff is perfect. (Afterburn is considered Assist DMG)
Even when you switch onto Burnice, the buff will linger for 5 seconds, giving you enough time to use her skills and rotate back out.
These two sources of damage are additive, and they provide a nice 35% damage buff. It won’t be a “true” 35% damage buff, since your Burnice will likely already have other sources of increased DMG, but it’s still a sizable damage increase.
This damage is also calculated into the Anomaly damage, so if you want bigger Burn/Disorder procs, this set will be your go to.
Freedom Blues / Swing Jazz / Inferno Metal
- 2-Pc: Anomaly Proficiency +30
When it comes to 2-pc sets, Freedom Blues is an easy go to set for more damage. Inferno Metal (10% Fire DMG) is a close competitor, and will slightly outperform the 30 AP if you are using Weeping Gemini or Rainforest Gourmet. If you’re using Flamemaker Shaker or Electro Lip Gloss, Freedom Blues will be better.
Overall, the difference is very minor (only a few % different or less depending on context) so use whatever you can farm efficiently or already have pieces for.
If you plan to pull for Yanagi or have other Anomaly Agents, farming/crafting Freedom Blues can be more efficient.
Lastly, Swing Jazz (20% Energy Regen) is a consideration, but many players have found Burnice to be fine Energy wise. If you want some extra comfort, or already have Swing Jazz pieces, it’s a fine alternative as well.
ZZZ Burnice Drive Disc Stats
When it comes to Main Stats and Substats, these are largely the same as any other Anomaly character. Anomaly Mastery and Proficiency are important Main Stats, and the matching Fire DMG is your best piece for Partition V.
For Substats, Proficiency, ATK%, ATK, and PEN are all stats that increase Anomaly damage. Crit isn’t important for Anomaly characters, but it’s still an offensive stat compared to HP/DEF.
Main Stats
- 4: Anomaly Proficiency/ATK%
- 5: Fire DMG%/PEN Ratio%
- 6: Anomaly Mastery
For Main Stats, things are more of the same for Anomaly Agents. ATK% on Partition 4 is a consideration if you have a lot of AP (Weeping Gemini). However, if you use a Support like Lucy or Caesar, the value of ATK% diminishes.
Fire DMG% will be the general Partition 5 slot, but if you are using Flamemaker Shaker, you can also run PEN Ratio%, since you’ll have a lot of DMG% buffs from the Engine and Chaos Jazz. (In this context, they are near equivalent)
If you have more sources of PEN Ratio such as Rina, or Burnice M2, PEN Ratio on Disk 5 will perform even better than Fire DMG%. (In the context of Burnice Signature Engine)
Lastly, we simply recommend Anomaly Mastery on Disk 6.
Substats
- Anomaly Proficiency
- ATK%
- ATK/PEN
- Crit Rate/Crit DMG
Substats are more of the same. Anomaly Proficiency is almost always better than ATK%. I won’t dive into the math, but it takes a lot of Anomaly Proficiency for a 3% ATK substat roll to overtake the gain from 9 AP. If you have Caesar or Lucy on your team, this effect only amplifies.
ATK and PEN substats are nice for Anomaly damage as well. Lastly, Crit isn’t a huge damage gain, but still something that contributes compared to HP or DEF.
Burnice Skill Priority
Core Passive > Special Attack > Chain Attack/Ultimate > Basic Attack >>> Assist > Dodge
Almost every Agent looks to level up their Core Skill first. This increases their base stats and upgrades their Core Passive. Special Attack will be your next priority as that is Burnice’s main damage contribution outside of her Afterburn.
Chain Attack/Ultimate will be nice to give her a small damage boost, especially if you plan to use your Decibels on Burnice’s Ultimate for the Quick Assist.
Basic Attack will be used occasionally, so upgrading that will provide a small bonus. Assist and Dodge are very low priority, but you can use Burnice’s Defensive Assist to immediately go into double Flamethrower EX Special.
ZZZ Burnice Teams
Burnice’s kit generally shines with Anomaly teams. However, Grace and Piper are noticeable downgrades from Jane. Furthermore, Jane is a very self-sufficient Anomaly DPS. While the combination of Jane + Burnice will be strong, it’s not a necessary pickup as hyper carry Jane is very strong (Seth/Lucy/Caesar).
With Yanagi teased for 1.3, we’re expecting her to pair with Burnice for a powerful Disorder team. It’s highly likely these two will synergize well, similar to how Zhu Yuan and Qingyi pair well together.
In this analogy, Burnice is more similar to Qingyi as an enabler for the archetype, while Yanagi/Zhu Yuan are the on-field DPS Agents.
Burnice Jane Team
[ZZZ Jane Guide] [ZZZ Caesar Guide]
Without a doubt, this looks to be Burnice’s current strongest team. Jane is already a powerhouse on-field DPS, and Caesar is strong Defense Agent that provides unmatched buffs currently.
While this team will no doubt be very powerful, it does use 3 limited Agents. This is a very hefty investment of your pulls, but there are replacements you can run as well.
You can replace Caesar with Seth or Lucy, and the team will still be very strong. You can even replace Jane with Piper and still get extremely competitive clear times compared to Jane.
Ultimately, we already see Jane teams already perform extremely well with Seth/Caesar. While Burnice is technically an upgrade for the team, it’s very marginal.
If you want to invest into the whole Anomaly ecosystem, then Burnice will be a nice pickup. However, if you only care about making your Jane team stronger, Burnice isn’t necessarily a must pull.
Burnice Sons of Calydon F2P Team
[ZZZ Piper Guide] [ZZZ Lucy Guide]
If you’ve only just started playing ZZZ and missed out on Jane, this type of team can also work well. The main drawback is that Piper is very reliant on her Energy/EX Special to trigger Assault/deal damage.
As such, her on-field time doesn’t compete with Jane who has great Anomaly buildup on her Basic Attacks and DMG buffs. Even still, with constant Burns and Assaults, this team still performs very well.
Just like the team above, you can replace Lucy with Seth as well. The shield will be nice to put on Piper to tank hits while she spins, and the Anomaly Proficiency buff is a solid damage increase.
Lucy is simply recommended because she buffs the ATK of the entire party, while Seth’s shield only buffs the shield holder.
Burnice Grace Team
[ZZZ Grace Guide] [ZZZ Rina Guide]
This team is essentially the same as the one above, swapping Piper for Grace and Lucy for Rina. Rina’s PEN Ratio buff is good for Anomaly, and you can invest more into this stat with options mentioned above. If you really want to, Burnice M1 will allow this team to truly shine.
Grace is also a decent on-fielder, but not amazing. Her kit lacks good on-field moves to use when she doesn’t have Energy, but having Rina helps make up for this with some Shock application.
Unfortunately, this Grace team doesn’t perform better than Piper unless you have heavy investment into Grace/Rina. Piper and Lucy are both easy to get M6, while most players don’t have Mindscapes for Grace/Rina.
Technically speaking, if you wanted to go crazy, you could invest into this team very heavily and get great results. But for the majority of players, Piper will generally perform better than Grace. (Unless the enemy is Electric weak)
Mono Fire Team
Lastly, we have a Mono Fire team that uses Soldier 11 as the main on-field DPS. With Burnice, you’ll easily have Burn uptime on enemies, allowing your Soldier 11 to benefit from the Inferno Metal Drive Disc set.
There is a slight anti-synergy with these two however. Since Soldier 11/Lucy will also deal Fire DMG, she’ll lower the Burn damage by contributing to the Anomaly Buildup on enemies. Because of this, you actually want to build Burnice more like a traditional Crit DPS, rather than Anomaly.
For the final slot, we simply have Lucy as a solid buffer for both Agents.
This team can be a strong option if you don’t have Koleda to pair with Soldier 11. If you already have Koleda, using Burnice feels a bit more like a sidegrade rather than a straight upgrade.
Even still, this team is a potential option if you so choose.
In Conclusion
This wraps up our initial guide on ZZZ Burnice. As an Anomaly Agent, Burnice already has synergy with other Agents in Zenless Zone Zero.
Disorder is a strong mechanic, but Grace and Piper don’t reach the same ceilings as other Attack Agents like Ellen or Zhu Yuan.
Even still, Grace and Piper teams can reach new ceilings with Burnice’s damage contribution and Disorder.
While Jane is a great teammate for Burnice, many players are excited to see how Yanagi interacts with Burnice. This pairing may be the peak of Anomaly teams for the foreseeable future.
Thanks for Reading! For more resources, check out our other Zenless Zone Zero Guides such as our ZZZ Tier List or ZZZ Best Teams.