Best Build for Burnice White

Burnice White Head
  • Rank:  S Rank
  • Specialty: Anomaly Specialty Anomaly
  • Attribute: Fire Attribute Fire
  • Faction: Sons of Calydon Sons of Calydon
  • Birthday: 23 May
  • Release: 1.2

Burnice White is a character in Zenless Zone Zero who specializes in Anomalies and wields the Fire element, making her a uniquely effective combatant. The Fire element is particularly interesting in this context, as it allows for constant passive damage when an Anomaly is applied, independent of characters dealing damage to enemies. This results in a more consistent damage flow during battles.

As an Anomaly activator, her role is to first apply the Fire Anomaly, followed by a physical Anomaly to trigger Disorder, utilizing characters such as Jane Doe or Piper, who are ideal for this strategy due to their physical element.

Additionally, Burnice can inflict a significant amount of Anomaly on enemies with her flamethrower. A standout feature of her abilities is the capability to use both flamethrower cannons simultaneously, which not only increases the Fire Anomaly but also deals substantial damage. Her mobility is another key advantage; while unleashing flames, she can adjust the direction of her fire or perform a quick dodge, allowing her to continue firing without losing momentum. This versatility makes her a dynamic and formidable presence on the battlefield.

Burnice White Body

Base Stats

HP: 7483
ATK: 826
DEF: 601
Impact: 83
Anom. M: 118

Burnice Anomaly DPS

There’s little mystery when it comes to Burnice White’s build; it's a very standard setup for a character specialized in Anomalies.

Skills Priority

EX Special AttackSpecial Attack
UltimateChain Attack
Basic AttackBasic Attack
DodgeDodge
Assist AttackAssist

Best W-Engines

Flamemaker Shaker

Flamemaker Shaker
Base ATK: 713
Primary Stat: Attack 30%

While off-field, the equipper's Energy Regen increases by 0.6/s. 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.

While off-field, the equipper's Energy Regen increases by 0.75/s. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper's DMG increases by 4.4%, 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 62. This Anomaly Proficiency increase does not stack and lasts for 6s.

While off-field, the equipper's Energy Regen increases by 0.9/s. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper's DMG increases by 5.2%, 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 75. This Anomaly Proficiency increase does not stack and lasts for 6s.

While off-field, the equipper's Energy Regen increases by 1.05/s. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper's DMG increases by 6.1%, 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 87. This Anomaly Proficiency increase does not stack and lasts for 6s.

While off-field, the equipper's Energy Regen increases by 1.2/s. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper's DMG increases by 7%, 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 100. This Anomaly Proficiency increase does not stack and lasts for 6s.

Roaring Ride

Roaring Ride
Base ATK: 624
Primary Stat: Attack 25%

When EX special Attack hits an enemy, one of three possible effects is 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 8%, increases the equipper's Anomaly Proficiency by 40, or increases the equipper's Anomaly Buildup Rate by 25%

When EX special Attack hits an enemy, one of three possible effects is 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 9.2%, increases the equipper's Anomaly Proficiency by 46, or increases the equipper's Anomaly Buildup Rate by 28%

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When EX special Attack hits an enemy, one of three possible effects is 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, or increases the equipper's Anomaly Buildup Rate by 40%

Fusion Compiler

Fusion Compiler
Base ATK: 684
Primary Stat: 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.

Increases ATK by 15%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 31 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.

Increases ATK by 18%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 37 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.

Increases ATK by 21%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 43 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.

Increases ATK by 24%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 50 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.

Weeping Gemini

Weeping Gemini
Base ATK: 594
Primary Stat: Attack 25%

Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 30, 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.

Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 34, 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.

Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 38, 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.

Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 42, 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.

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.

Rainforest Gourmet

Rainforest Gourmet
Base ATK: 594
Primary Stat: Anomaly Proficiency 75

For every 10 Energy consumed, the equipper gains a buff that increases ATK by 2.5% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.

For every 10 Energy consumed, the equipper gains a buff that increases ATK by 2.8% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.

For every 10 Energy consumed, the equipper gains a buff that increases ATK by 3.2% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.

For every 10 Energy consumed, the equipper gains a buff that increases ATK by 3.6% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.

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.

Electro-Lip Gloss

Electro-Lip Gloss
Base ATK: 594
Primary Stat: Anomaly Proficiency 75

When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 10% and they deal an additional 15% more DMG to the target.

When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 11.5% and they deal an additional 17.5% more DMG to the target.

When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 13% and they deal an additional 20% more DMG to the target.

When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 14.5% and they deal an additional 22.5% more DMG to the target.

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.

Best Drive Disks

Drive Disk Sets

Primary Stats

Substats

ATK ATK% PEN Anomaly Proficiency

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