Character Stats
S Rank
Level: 1
Core Bonus Included
HP
ATK
DEF
Impact
86
CRIT Rate
5%
CRIT DMG
50%
PEN Ratio
0%
Anomaly Proficiency
94
Energy Regen
Anomaly Mastery
93
Last updated:
Update log : Updated skill priority and added character’s mechanism.
Burnice (ZZZ) is one of the Fire characters with role. Burnice (ZZZ) is one of the S Rank characters in Zenless Zone Zero.
Burnice Build (ZZZ) is included in this guide, you can jump to Burnice Build (ZZZ) Here.
Burnice’s Special Resource – “Heat”
The core of Burnice’s skill set revolves around its special resource—Heat. When Burnice consumes energy, it converts into Heat. M0 Burnice’s Heat cap is 100 points, and the energy-to-Heat conversion ratio is 1 to 1.4. This means the energy cost to fully charge Heat from zero is fixed at 71.4.
Nitro-Fuel Cocktail Mode
When Burnice’s Heat reaches 50 points, it enters a special Nitro-Fuel Cocktail Mode. This mode lasts until Burnice’s Heat is exhausted. During this mode, Charged Attacks, Ex-Special, Chain Attacks, and Ultimate apply a Scorched effect to enemies. When enemies are afflicted by Scorched and hit by other characters’ attacks, it triggers Afterburn. Afterburn deals an additional instance of fire damage, which accumulates Fire Anomaly. Afterburn can trigger three times, consuming 8 points of Heat, with an internal cooldown of 1.5 seconds. The damage from Afterburn scales with Burnice’s ATK, with a multiplier that increases as the core level rises, up to a maximum of 350%. Additionally, every 10 points of AP (Anomaly Proficiency) adds a 1% damage boost to Afterburn, up to 30%.
Burnice quickly accumulates Heat during combat, applies Scorched with Charged Attack, and then swaps off-field, allowing other characters to attack the enemy to trigger Afterburn.
About Burnice’s Ex-Special
Burnice’s Ex-Special has two versions: Single-Flamethrower (Ex-Special I) and Duo-Flamethrower (Ex-Special II). Ex-Special I has two phases: continuous flame spraying and Flame Blast. The initial activation energy cost for Ex-Special I is 40 points. During the continuous flame spray phase, Burnice consumes energy at 12.5 points per second, with the final Flame Blast consuming a fixed 5 points. The duration of the flame spray is up to 2 seconds, but during this time, Burnice can use side-dodge to reset the Ex-Special I. The mechanism of Ex-Special II is identical to Ex-Special I, but with higher multipliers and anomaly accumulation. Activating Ex-Special II simply requires pressing Ex-Special again after Ex-Special I. The activation energy cost is 10 points.
Compared to Ex-Special I, Ex-Special II offers higher multipliers and anomaly build-up but cannot be interrupted with side-dodge and has a maximum energy consumption cap. Including the fixed final cost, a full Ex-Special II cycle consumes up to 60 points and lasts a maximum of 2 seconds.
When to use Ex-Special I and Ex-Special II?
Once the continuous flame phase consumes 50 points of energy, it will automatically transition to the finishing phase. From an energy conversion efficiency perspective, Ex-Special II is not necessarily better than Ex-Special I. After all, double the energy cost only results in an 80% damage boost and around a 50% anomaly build-up increase. In a Disorder setup, Burnice’s anomaly efficiency is crucial for overall team output, so Ex-Special I should be prioritized. However, in teams focusing on direct damage, Burnice’s main task is to quickly accumulate Heat. In this case, prioritizing Ex-Special II for faster energy consumption is better to further enhance Heat replenishment efficiency.
Blazing direct attack
Burnice (ZZZ) Basic Attack
Press to activate:
Attack forward up to five times, dealing Physical DMG and Fire DMG.
Moveset
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Blazing flames
Burnice (ZZZ) Basic Attack
In the [Fuel Special] state, long press to activate: Continuously spin and spray flames around the body, then launch a finishing blow, causing Fire DMG. Keep pressing to extend the duration of the spray.
When the move hits the enemy, it will gradually consume [Ignition Points], with a maximum of 35 points consumed in the same move.
The anti-interruption level is increased during the move.
After the move is launched, long press to directly connect and activate [Enhanced Special Skill: Scorching Swing-Double].
Moveset
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Flame Sprint
Burnice (ZZZ) Dodge
Press to dodge.
A quick dash and dodge. Burnice will be invincible during the activation.
Moveset - Normal Dodge
Dangerous Fermentation
Burnice (ZZZ) Dash Attack
Press during a dodge to activate.
Swing the jet forward to attack, causing Fire DMG.
Moveset
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Swing
Burnice (ZZZ) Dodge Counter
Press during a perfect dodge to activate.
Launch continuous attacks on the enemy in front and spray flames, causing Physical DMG damage and Fire DMG.
The move has an invincible effect during activation.
Moveset
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Scorching Ripening
Burnice (ZZZ) Special Attack
Press to activate.
Launch a flame blast forward, causing Fire DMG.
Long press to charge and increase the power of the move.
The anti-interruption level is increased during the activation of the move.
Moveset
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Burning Swing
Burnice (ZZZ) Ex Special Attack
Long Press to activate when there is enough Energy.
Use the one-handed sprayer to continuously spray flames, and then launch a flame shock in a straight line in front of you, causing a lot of Fire DMG. Keep pressing to continuously consume energy and extend the duration of the spray.
During the continuous spraying, drag the joystick to initiate a side dodge and adjust your position in the corresponding direction.
During the continuous spraying, the anti-interruption level is increased, and the damage received is reduced by 40%.
There is an invincible effect during the side dodge and flame shock.
Moveset
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Burning Swing – Double
Burnice (ZZZ) Ex Special Attack
[Enhanced Special Skill: Scorching Swing] During activation,Long Press to activate when there is enough Energy.
Use the two-handed jets to continuously spray flames, and then launch a powerful flame shock in a straight line in front of you, causing a lot of Fire DMG. Keep pressing to continuously consume energy and extend the duration of the spray.
During the continuous spraying, the anti-interruption level is increased, and the damage received is reduced by 40%.
You have an invincible effect during the flame shock.
Moveset
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Fuel Molten Flame
Burnice (ZZZ) Chain Attack
When [Chain Attack] is triggered, select the corresponding character to initiate: Quickly rush forward and spray flames around the body, then launch a flame shock in a fan-shaped area in front, causing a large amount of Fire DMG.
The move has an invincible effect during activation.
Moveset
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Flame Rush
Burnice (ZZZ) Ultimate
When Decibel Rating is at Maximum, press to activate.
Quickly advance and then leap into the air, continuously spraying flames to a large area in front, causing a large amount of Fire DMG. When leaping into the air, [Quick Assist] will be triggered. If you respond to [Quick Assist], Burnice will extend the duration of the flame spray.
You have an invincible effect during the activation of the move.
Moveset
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Fuel Tuning
Burnice (ZZZ) Core Passive
When Burnice consumes energy, she will accumulate [Ignition Points] for herself, up to a maximum of 100 points. For every 1 energy point consumed, she can accumulate 2% of [Ignition Points].
When the [Ignition Points] accumulate to 50 points, Burnice will enter the [Fuel Special] state until the [Ignition Points] are exhausted.
When entering the battlefield, Burnice immediately accumulates 100% of [Ignition Points].
In the [Fuel Special] state, the Fire DMG caused by Burnice is increased by 15%/17.5%/20%/22.5%/25%/27.5%/30%.
When any character in the team attacks and hits the enemy, the [Embers] effect will be triggered, consuming 8 [Ignition Points], causing damage to the target equal to 150%/175%/200%/225%/250%/275%/300% of Burnice’s attack power and accumulating fire attribute abnormal accumulation value. It can be triggered at most once within 1.5 seconds.
The damage caused by the [Embers] effect is regarded as [Enhanced Special Skill] damage.
Spark a prairie fire
Burnice (ZZZ) Additional Ability
When another character in your squad shares the same Attribute or Faction:
Upon hitting an enemy with an EX Special Attack, the next Shock effect inflicted on the target increases Shock DMG by 18%. This effect can stack up to 2 times, and each enemy can trigger it once per skill use. Resets when the Shock effect ends.
When the on-field character is launched in the air, press to activate.
Launch continuous attacks on the front enemy and spray flames, causing Physical DMG damage and Fire DMG. The move has an invincible effect during activation.
Moveset
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When the character in combat is about to be attacked, press to activate.
Parry the enemy’s attack and accumulate a large amount of imbalance value. The move has an invincible effect during activation.
Moveset
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M1 – Increases the upper limit of “Heat” from 100 to 140 and grants 40 “Heat” at the start of the battle. The damage multiplier of “Afterburn” is increased from 350% to 450%, and its duration is extended by 25%. The first effect significantly extends Burnice’s initial rotation. When Burnice starts with Charged Attack, the remaining 120 “Heat” is enough to trigger “Afterburn” 15 times, lasting a total of 22.5 seconds. This way, even without the Signature W-engine, Burnice’s energy will overflow during the last two attacks. If we adjust the strategy and use Ex-Special when energy approaches 120, we can further optimize the rotation, making the first three rounds of “Heat” accumulation more stable and slowing down the system’s energy drain.
Compared to the old strategy of using Ex-Special after depleting “Heat”, this new strategy offers better stability. The second effect of M1 is a pure damage boost. “Afterburn” is crucial in the Fire Anomaly team, and this effect strengthens it, further enhancing Burnice’s backline output.
In the direct damage team, since Fire Anomaly is less prominent, M1’s bonus to “Afterburn”‘s accumulation isn’t very noticeable, only becoming relevant in Chaotic teams. Overall, M1 increases damage by only 10%, it primarily optimize Burnice’s rotation.
M2 – This is purely a damage boost MC. “Afterburn” can apply up to 5 stacks of debuffs on the enemy, lasting 6 seconds. When the debuffed target is attacked, the PEN Ratio of the attack increases, up to 20%. Notably, this 20% PEN Ratio is a team-wide bonus, meaning all teammates can benefit from it once the M2 debuff is applied. For Burnice herself, the 20% PEN Ratio from M2 doesn’t significantly impact the choice of Slot 5. In fact, selecting PEN Ratio as the main stat for Slot 5 may decrease damage by 1% to 2%, as Burnice’s own PEN Ratio scaling is low. Even when fully stacked, the PEN Ratio in Slot 5 only matches attribute damage and attack power. Moreover, M2 requires stacking, meaning its practical benefit in combat is even lower.
It’s important to note that Slot 5 choices remain the same for Burnice, but teammates should choose their gear based on attribute benefits. Although M2’s boost is affected by stack duration, it remains clear overall. When targeting elite enemies, M2 offers a 12.38% damage boost. The longer the battle, the higher the benefit, and vice versa.
M4 – Increases the critical rate of Ex-Special and Assist Follow-up by 30%, while increasing the duration of Ex Special II by 1 second. “Afterburn” is classified as an Assist Follow-up, so three skills benefit from the first effect: Ex Special I, Ex Special II, and “Afterburn”. The second effect synergizes with M1. Originally, Ex Special II had a maximum duration of 2 seconds, consuming 50 “Heat”, and the final fire blast consumed a total of 60 “Heat” while recovering 84 “Heat”. After the M4 upgrade, Ex Special II’s maximum duration extends to 3 seconds, energy consumption increases to 75, and final consumption becomes 85, with a maximum recovery of 119 “Heat”. M4’s main value lies in improving overall smoothness and reducing the number of times Burnice needs to be on-field.
M6 – First, it allows Ex Special II to trigger a special “Afterburn” when hitting an enemy. This special “Afterburn” has a fixed 60% Attack multiplier and deals Fire damage, though no Fire Anomaly accumulation was observed during tests. The special “Afterburn” has a built-in cooldown of 0.5 seconds and does not consume “Heat”. Secondly, during Ex Special II, the Ex Special itself, the coordinated attacks, and the Burnt effect from Fire Anomaly can ignore 25% of the target’s Fire RES. Finally, if the final hit of Ex Special II lands on an enemy currently in the Burnt state, it triggers an additional Burnt damage calculation, with damage equal to 180% of the original Burnt damage, on a 20-second cooldown.
The second effect is the most important. The first effect’s multiplier is low and doesn’t provide significant Fire Anomaly Build-up, offering very little improvement. Although the third effect’s 180% Burnt damage sounds impressive, the single instance of Burnt damage is quite low, resulting in minimal actual boost. In contrast, the second effect’s 25% Fire RES reduction offers a more solid damage boost. However, this 25% Fire RES reduction only applies during Ex Special II’s Burnt state and doesn’t carry over to Disorder effects, which is somewhat disappointing. The overall boost from M6 is 19.73%.
Burnice (ZZZ) Mindscape 1
Burnice (ZZZ) Mindscape 2
Burnice (ZZZ) Mindscape 3
Burnice (ZZZ) Mindscape 4
Burnice (ZZZ) Mindscape 5
Burnice (ZZZ) Mindscape 6
100%
82.6%
82.6%
82.5%
73.8%
Burnice’s Signature W-engine has the highest priority, before any other anomaly W-engines. The Signature W-engine provides off-field Energy Regen, which is extremely valuable for Burnice. Additionally, its effect amplifies Ex-Special and “Afterburn” damage, perfectly aligning with Burnice’s needs. Among five-star W-engines, the next best option is Grace’s Signature W-engine. This W-engine synergizes with Ex-Special, but each spray can only stack one layer, so its uptime is not very high.
For four-star W-engines, we recommend Electro Lip-Gross and Roaring Ride as substitutes. Electro Lip-Gross can trigger off-field, making it one of the rare four-star W-engines that suit Burnice. Roaring Ride focuses on improving Ex-Special. Since Burnice uses Ex-Special frequently, it can quickly stack effects for short-term boosts.
General DPS Build II
102.4%
(Assume Full buff time)
4 pcs
2 pcs
2 pcs
Anomaly Proficiency
Fire DMG
Energy Regen
Main Stats
Anomaly Proficiency(target – 300) > ATK%
Sub Stats
First, Burnice’s Energy Regen has a very high return, while the benefits of AP (Anomaly Proficiency) are slightly lower than expected.
In Burnice’s core passive, every 10 points of AP increases “Afterburn” damage by 1%, up to a maximum of 30%. Although “Afterburn” is Burnice’s main source of damage, her damage doesn’t rely heavily on AP conversion. Since both the Signature W-engine and the Drive Disc 4-piece main stat can boost “Afterburn” damage, the 30% bonus from AP will be greatly diluted. Also, another AP-related damage, Burnt, has a relatively low proportion of Burnice ‘s damage, and if the target’s Anomaly Build-up bar is long, the proportion of Burnt will decrease further. Therefore, even though Burnice is an Anomaly character, the return of stacking AP is not good. So, Burnice’s stat priority should be: Energy Regen > ATK > Attribute DMG Increase > AP.
Next, let’s look at Burnice’s Drive Disc choices. First, Burnice should opt for the 2-piece Swing Jazz. For the 4-piece set, Burnice has multiple options like “Chaos Jazz”, “Freedom Blues”, and special set-up for other teams. For instance, “Fanged Metal” can provide Burnice with a 35% damage increase after a teammate triggers Assault, and “Thunder Metal” offers a 28% ATK boost when a teammate triggers Shocking. These sets can be viable in certain environments, but according to final simulation, the new set “Chaos Jazz” yields better results, primarily because it fits Burnice’s kit extremely well, easily triggering any of its effects. Only “Freedom Blues” surpasses “Chaos Jazz” under circumstances of full uptime, but due to Burnice’s limited Ex-Special use frequency, the actual uptime won’t be high. Therefore, after adjusting for practical uptime, “Freedom Blues” only reaches 93% of “Chaos Jazz”‘s efficiency.
Main Stats
Since AP benefits fall far behind Energy Regen, Slot 6 should prioritize Energy Regen. Next, we consider the choices for Slot 4 and Slot 5. We need to weigh the benefits of ATK, Fire DMG bonus, and AP. Since Burnice lacks innate AP scaling, before reaching the 300 AP threshold, AP’s benefits are on par with Fire DMG bonus increase but slightly lower than ATK. After a main ATK stat is applied, its return diminishes to be equal to or below AP and Fire DMG bonus. Considering sub-stats, the final result should be one AP and one DMG Increase, meaning Slot 4 AP and Slot 5 Fire DMG Bonus. As long as the sub-stat ATK on the six drive discs reaches over 10, this build is optimized.
Sub-stats
Sub-stats are also straightforward. After prioritizing main stats for AP, Fire DMG, and Energy Regen, we should first stack AP to 300. After this point, AP’s benefit diminishes significantly, so we start stacking ATK% next.
Support
Support
Attack
Burnice can serve as a Sub DPS in a team. One recommended combination is Caesar + Burnice + Jane. Compared to the Caesar + Seth + Jane combination, replacing Seth with Burnice increases damage by approximately 8.63%. Seth boosts Jane’s damage through AP, whereas Burnice provides more direct damage and some Disorder to enhance overall team damage. The difference between the two team is not big in dnumbers, but Burnice’s playstyle is much smoother than Seth’s, and the team’s rotation cycle is shorter. So, the 8% increase mainly reflects in efficiency.
Caesar’s four-piece set is “Freedom Blues”, Jane should equip “Fanged Metal”, and Burnice uses “Chaotic Jazz”.
Anomaly
Support
Support
In a Disorder-based team, Burnice is the core. The most viable team setup is Burnice, Rina, and Grace in a Fire-Electric Disorder team. While this team pushes the current Disorder mechanics to their limit, its damage still falls short compared to Jane’s team. Grace equips “Thunder Metal”, with Slot 6 for AM (Anomaly Mastery), Rina uses “Freedom Blues” with Slot 6 for Energy Regen, and Burnice runs “Chaotic Jazz”. Since Burnice can cast her Ultimate off-field, she should activate the Ultimate first, triggering Rina’s Quick-Assist, allowing Rina to release her Ex-Special, followed by Grace’s Quick-Assist to swap to on-field.
At this point, Burnice uses her Ultimate, likely applying a new Burnt to enemies, and after Grace’s Shocking attack, a Fire-Electric Disorder can be quickly triggered. During the Daze phase, the order of Chain Attacks should be adjusted based on the monster’s Anomaly state. If the target is in the Burnt state, Rina and Grace should use Chain Attack first; if in the Shocking state, Burnice should Chain Attack first. Given that this team frequently swaps characters for powerful skills, Burnice’s energy consumption is high.
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