





To learn more about Alice check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Alice has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review/pros & cons update
Patch 2.1
Last build/calcs update
Patch 2.1
Last teams/synergies update
Patch 2.1
Last profile update*
August 6th, 2025
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Alice check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
SD/DA Analytics
Teams & Synergy
Calculations
Profile
Core Passive Twin Rainbows of the Swordheart
After any squad member inflicts a Physical Anomaly on an enemy, Alice deals additional DMG each 0.95s of its active duration, equal to 2.5% of the original Physical Anomaly DMG. If Disorder is triggered while the enemy is suffering a Physical Anomaly, for every 1s of remaining Physical Anomaly duration, the Disorder DMG multiplier increases by 18%, up to a max of 180.0%.
When Alice's attacks hit an enemy, she builds up Blade Etiquette. When she triggers an Assault through Anomaly Buildup, she gains 10 Blade Etiquette. Blade Etiquette has a maximum of 300, with each 100 being 1 bar.
When the Finishing Move of a three-stage charged Basic Attack: Starshine Waltz lands, it triggers a special Assault effect: Polarized Assault, dealing 100.0% of the original Assault DMG, ignoring Anomaly Buildup progress. This can be combined with any Attribute Anomaly, including Physical Anomaly, to trigger Disorder.
When Alice triggers Assault on an enemy, her Physical Anomaly Buildup Rate increases by 12.5%, for 30s.
Anomaly Mastery: 0
BASE ATK: 0
Additional Ability Mystery Hunt
When another character in your squad is an Anomaly or Support character:
When any squad member triggers Disorder, Alice gains 30 Blade Etiquette.
If Alice's Anomaly Mastery exceeds 140, each additional point grants her 1.6 Anomaly Proficiency.
Upon entering the battlefield, Alice gains 300 Blade Etiquette. This effect can trigger once every 180s in Investigation Zone mode.
Basic Attack: Celestial Overture
Basic Attack: Starshine Waltz
Dodge: Jumpy Bunny
Dash Attack: Blade-Dancer's Gale
Dodge Counter: Ceremony of Swordlight
Special Attack: Piercing Dawn
EX Special Attack: Aurora Thrust - Northern Cross
Chain Attack: Starfall Intermission
Ultimate: Starfall Finale
Quick Assist: Intertwined Stab
Defensive Assist: Parry Guard
Assist Follow-Up: Cross Riposte
Palmful of Cilantro
Mindscape 1
Sage at the Sword's Tip
Mindscape 2
Symmetrism
Mindscape 3
Rosemary on Her Lips
Mindscape 4
Passion for the Supernatural
Mindscape 5
A Heart of Thyme
Mindscape 6
Alice Stats at level 60 (including Core passive bonuses).
Alice images aren't available yet. They will be added soon!
Review
High, super easy-to-access Physical Anomaly damage with tons of invincibility on her attacks;
Flexible team options - has many viable alternatives;
Good Disk Drive flexibility, will be very easy to build for people who already built Jane/Piper;
Basically a physical version of Miyabi, familiar playstyle and similar strengths (even though she doesn't quite pack as much of a punch).
High reliance on her Signature W-Engine to really be above Jane and Piper's damage level;
Will be easily spooked by most enemies in battle, which is totally affecting her combat performance (it's not). Sorry Alice, but we have to put you through this…
Alice is a Physical Anomaly DPS Agent whose purpose is to deal a ton of Assault Anomaly damage. She’s centred around a few mechanics, most important of which is building Physical Anomaly of course, but other than that she wants to build a unique resource called “Blade Etiquette” to cast her charged Basic Attack and trigger Polarized Assaults. She works with a plethora of teammates and has flexible combos as well as a lot of room for optimization, making for a fun kit which is easy to pick up, and even better to master. She will be highly reminiscent of Miyabi, for those who are familiar with her gameplay.
Alice has a simple 5-part Basic Attack where the first 4 are pretty weak. However, the 5th one has good Anomaly Application and damage, and Alice can combo into it in several ways being both of her EX Specials, Quick Assist, Dodge Counter, Assist Follow-Up, Chain Attack and Special (when a Perfect Dodge is triggered from it). Basic Attack 5 should as a result be the only part of her regular Basic Attack sequence worth caring about. This attack becomes enhanced when Alice triggers an Assault Anomaly, which simply means more damage.
However, Alice has another part to her Basic Attack, being Starshine Waltz. This is her charged Basic Attack she can activate when 100 or more Blade Etiquette is accumulated, and it constitutes a major part of her damage. This ability is only worth executing when fully charged with three bars of Blade Etiquette (300) in order to benefit from its ability to trigger Polarized Assault — essentially an extra Assault that can Disorder with Assault itself, including Alice’s own Assault.
Core Skill/Ability
Alice’s Core Passive enables a Damage over Time (DoT) effect when any squad member inflicts a Physical Anomaly on an enemy, equivalent to 25% of the original Anomaly damage over 9.5s. Additionally, Alice will gain 25% Physical Anomaly Buildup Rate and when a Disorder is triggered, she will also increase Disorder DMG based on the remaining duration of Physical Anomaly up to 180% (expect this range to fall between 90 and 126% instead, translating to about 20-30% more damage). Additionally, she gains 10 Blade Etiquette per Assault she triggers.
Her Additional Ability is super easy to activate since it requires an Anomaly or Support character which should always be present in her teams. It gives Alice 30 Blade Etiquette for any Disorder triggered as well as Anomaly Proficiency based on her Anomaly Mastery above 140 (Alice being at 142 by default at max Core Passive thanks to the stat gains it provides).
Alice’s Dash Attack is not used in her rotations, however, her Dodge Counter is very useful to perform when possible, thanks to its high damage and ability to quickly access Basic 5, making for a strong tool.
Alice’s Chain Attack is, like many DPS Agents, always important to execute in any Chain sequence due to its high multiplier and in Alice’s case, great Anomaly and Blade Etiquette generation. Her Ultimate on the other hand, has one of the highest multipliers in the entire game only behind Miyabi and Hugo (when counting his Totalize mechanic), on top of restoring a whopping 200 Blade Etiquette. Hence, it must be used whenever Alice has 100 points of Blade Etiquette or less, after which she will be able to follow up with a Charged Basic Attack very shortly.
Alice’s regular Special will generally not be used in the majority of circumstances, but her EX Special has two variants: a forwards version and a backwards version. The forwards version, activated with a forward directional input while pressing EX Special, is generally the best for DPS due to its fast animation while retaining good damage. The backwards version, activated with a backward directional input or no directional input while pressing EX Special, is better when no other resources are available due to its higher damage and Anomaly application at the cost of a longer animation. In either case, Alice can and should trigger Perfect Dodges using these abilities to restore extra Blade Etiquette.
Alice’s Quick Assist is pretty much a free segway into her Basic Attack 5, something she will make consistent use of throughout her rotations, particularly with a Support Agent who provides loads of Quick Assists, such as Yuzuha of Astra Yao.
Alice’s Defensive Assist is used far less often, but does allow her to access Basic Attack 5 as well, which is worth keeping in mind.
Alice is an extremely similar character in playstyle to Miyabi. She wants to build up resources to perform a Charged Basic Attack with huge multipliers, invincibility frames and AoE. Generally speaking, whenever Blade Etiquette is fully stacked, a Charged Basic Attack should be used (or prepared for a Stun window if it’s about to come up). Other than that, her gameplay is entirely about executing every shortcut to her Basic Attack 5 that’s possible to execute, using her Ultimate when she’s below 100 Blade Etiquette and attacking with her non-stop whenever she’s on-field.
Alice is the type of character that wants to stay on-field performing Dodge Counters, so expect to see her a lot when playing her. Regardless of this, she has lots of Swap Cancel windows available including her Enhanced Basic 5, her EX Specials (particularly the backwards version) and most natural of all, her Charged Basic Attack, during which you can weave in key abilities of other party members to ensure maximal damage uptime. In spite of her potential for optimization, Alice remains a fundamentally easy character to understand and play at a baseline, a level at which she retains suitable performance.
Alice has great personal damage but is more reliant on her Signature W-Engine than most Agents. It provides so much, in fact, it’s enough to push her to a higher power level just thanks to the stats it provides. However, she’s thankfully still functional (albeit noticeably weaker) without it on engines like Fusion Compiler which is far more easily accessible.
Signature wants aside, Alice is one of the strongest anomaly carries the game has to offer at the time of her release, thanks to her simple combat mechanics and easy-to-understand playstyle. On release and moving forward, Alice can serve as one of the staple DPS on the account of those who pull and invest in her. Even if she isn’t a necessity to clear endgame content, she will definitely be helpful in smoothing out the experience when dealing with all manners of Physical-weak bosses and small enemies alike.
This tier list assesses Agents (characters) based on their combat potential in Zenless Zone Zero’s most demanding contents -Deadly Assault (DA) and Shiyu Defense (SD).
SD is a similar mode to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires 2 teams of 3 Agents with good Disk Drives and W-Engines. This mode offers a reasonable mix of Boss encounters (single-target) and Elite packs (2-3 targets), allowing multiple characters to find a niche. With that being said, there is a bias towards single-target performance, which may reflect in select character ratings. Additionally, since this content’s goal is to kill all enemies within the shortest time frame possible, Agents who dish out lots of damage quickly instead of damage over time are favoured. This Tier List focuses on Agents’ ability to clear within 150s (2m30s) out of the 300s (5m) needed to obtain all rewards.
DA is a very unique mode in Zenless Zone Zero which offers Boss encounters exclusively, meaning other types of damage than single-target are rarely impactful (if ever). It requires a total of 3 teams to maximize all possible rewards, however only 2 well-geared teams are necessary to maximize Polychrome (premium pull currency) rewards (which are the most important and as a result are what we consider for this Tier List). The goal of this gamemode is to inflict as much damage to a boss as possible in a total time span of 3 minutes, meaning sustainable damage within long time windows is favoured. A maximum of 65000 score points can be obtained by fully depleting a boss’s HP, however this is unrealistic for the overwhelming majority of players while being unnecessary to maximize rewards. Only 20000 points is needed to maximize said rewards, with up to 5000 points being obtainable via Performance (obtained via performing certain actions on specific Boss enemies). Agents’ ability to reach this threshold of 20000 points is what the Tier List focuses upon.
Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
Endgame Modes
Build and teams
The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.
The top number shows the relative performance of the W-Engine when looking at Alice playing with teammates, while the bottom number in the 'vacuum', so just Alice's performance solo. You can find more information about them in the Calculations tab.
For the team calculations, here's the team setup we used for them:
100%
100%
The equipper's Anomaly Mastery increases by 60/69/78/87/96. When inflicting Assault, the equipper's Physical DMG increases by 20/23/26/29/32% for 20s, stacking up to 2 times. Repeated triggers reset the duration. When the equipper enters combat, immediately gain 2 stacks.
85.92%
81.95%
Upon activating a Dash Attack, gain 1 stack of Predatory Instinct. Each stack of Predatory Instinct increases the equipper's Physical DMG by 12/15/18/21/24% for 10s, stacking up to 3 times. This effect can trigger once every 0.5s and repeated triggers reset the duration. When entering combat or triggering Perfect Dodge, gain 3 stacks of Predatory Instinct. While Predatory Instinct is at maximum stacks, the equipper's Anomaly Buildup Rate increases by 40/50/60/70/80%.
78.80%
75.13%
Increases ATK by 12/15/18/21/24%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 25/31/37/43/50 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.
77.84%
72.42%
Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 30/34/38/42/46, 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.
74.12%
72.42%
When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 10/11.5/13/14.5/16% and they deal an additional 15/17.5/20/22.5/25% more DMG to the target.
72.61%
68.31%
Increases ATK by 12/15/18/21/24%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 25/31/37/43/50 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.
100%
100%
Best option for direct Anomaly-based Physical damage dealers, granting 10% permanent Physical DMG% from the 2-PC and 35% increased DMG against enemies inflicted by Assault by any party member for 12 seconds. DMG% bonus against enemies will be up the majority of most fights against boss-type enemies thanks to its long duration and ability to trigger from any team member, allowing a Physical-based Bangboo/teammate to assist with uptime via their own Assaults.
Best combined with your choice of 2-PC Set:
88.84%
87.33%
A volatile Disc Drive option with big ups and downs depending on the encounter you're facing, your team composition and how well you play around its effect. In the case of Alice, she has big windows of damage concentrated in several key abilities, meaning that she can make good use of this set. However, due to her tendency to execute combos reliant on enemy mechanics such as dodging enemy attacks, Alice will tend to be on-field a lot of the time which doesn't favour this set's high damage/low uptime mechanics, making Fanged Metal a better choice. Nonetheless usable if lacking the aforementioned set.
Best combined with your choice of 2-PC Set:
Substats: Anomaly Proficiency > ATK% > PEN > ATK
ATK: 2600 - 2900+
HP: 9500+
DEF: 750+
AP: 330 - 420+
AM: 184+ (60 Higher in combat with Sig)
Basic Attack
Chain Attack
Special Attack
Dodge
Assist
Teams & Synergy
Below we list only the most important synergies for Alice. The character can work with others if you know what to do and how to use them. For more alternatives, refer to the Teams section.
If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.
Best Team
Double Support Team
Jane Dual DPS Team
F2P Team
Bangboo options (Bangboo will mostly depend on the other teammates this Agent is featured with, below are some general recommendations that can be used flexibly):
For more team ideas, check this video:
Alice's gameplay and mechanics are including simple, stack up Blade Etiquette via her most efficient skills in order to execute maxed out charged Basic Attacks to deal massive amounts of AoE damage. The best path to acheive this is executing combos that branch to her Basic Attack 5, which is her strongest accessible ability for Anomaly Application and Blade Etiquette generation, this fact forms the backbone of her combos. Note this Basic 5 can be enhanced by triggering Assault at any point, but this does not affect her combos — in fact, it only makes them stronger.
The skills Alice can use that allow her to follow up immediately with her Basic Attack 5 are as follows:
- Both EX Specials;
- Quick Assist;
- Dodge Counter;
- Assist Follow-Up;
- Chain Attack;
- Special (when a Perfect Dodge is triggered from it).
All of these attacks, save for her Special (unless Fusion Compiler is her W-Engine), serve practical use in her rotations — just make sure to use Basic Attack 5 after each and every single one of them.
It is also worth noting that both of her EX Specials can and should be used to trigger Perfect Dodges whenever possible to restore extra Blade Etiquette for Alice. Additionally, her Charged Basic Attack has a lengthy animation very similar to Miyabi's, hence it's similarly worthwhile to Swap Cancel out of it in order to maximize team damage output.
One last tip — if you really wish to optimize, Alice's Enhanced Basic Attack 5 and EX Specials also have lengthy animations. As a result, it's worthwhile to Swap Cancel them as well, but it's not as important as her Charged Basic Attack. Incorporate what you're comfortable with in her rotations in order to deal optimal damage.
Some staple combos can look like this:
Standard out of Stun combo
- Quick Assist
- Basic Attack 5
- EX Special (optionally Swap Cancel)
- Basic Attack 5
- EX Special (optionally Swap Cancel)
- Basic Attack 5
- Charged Basic Attack Level 3 (Swap Cancel)
The above combo has so many invincibility frames it's nearly impossible to get hit while executing it. Note that it's possible to start this combo off with a Dodge Counter or Special (with Perfect Dodge) without spending any extra resources. Ultimately, take the rotation described above as a concept, much less a must-execute sequence of attacks.
Unlike other characters Alices access to her main resource Blade Etiquette is inconsistant due to a portion of it coming from anomaly/disorder triggers which vary based on team, gameplay and enemies. Because of this only treat the following burst rotations as examples.
This combo is particularly useful and deadly to prepare before a Stun window opens, however do note that depending on the resources available this combo may not be executed for every Stun.
- Charged Basic Attack Level 3 (Swap)
- Stun Enemy
- Chain Attack
- EX Special (If Blade Etiquette <100, if Etiquette >100 skip to ultimate)
- Ultimate
- Charged Basic Attack Level 3 (Swap)
In the combo above if you trigger enough anomaly/disorder effects to generate 100 Blade Etiquette you can entirely skip the EX Special. If you generate a small amount you can perform the start of the EX Special and cancel the second part to save time with Alice's Ultimate, and if you need the full amount you can complete the full EX Special attack, but this may result in your charged basic level 3 not fully fitting into the stun window.
This combo favours executing Chain Cancels to generate extra Blade Etiquette instead of using Ultimate to contribute to this process.
- Charged Basic Attack Level 3 (Swap)
- Stun Enemy
- Chain Attack (cancel Chain)
- EX Special (swap)
- Retrigger Stun
- Chain Attack
- EX Special (optionally Swap Cancel)
- Basic Attack 5
- Charged Basic Attack Level 3 (Swap)
This combo is worse to execute than if Ultimate is available — however, if it is not readily usable, this is usualy one of your next best options.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important. As usual, don't compare the numbers between characters.
ZZZ has changed a lot from 1.0 - many new mechanics, enemies and characters have been introduced and biggest of all the game has a new competitive endgame mode Deadly Assault. Deadly Assault is based around dealing as much damage as possible in 180 seconds, because of this we're changing our calculation style away from a focus on burst to instead focus on extended fights over 3 minutes (180s). Also, many Mindscape, Disc Drive and W-enigne calculations can meaningfully change when factoring in the buffs of an Agents best team, for this reason we're also adding a new feature, allowing you to see damage output with one of the agents best teams buffs factored in. We're starting this overhaul off with Alice but will be updating all other characters on the site soon, for this reason, do not compare her calculations to other characters at this time!
For the team calculations (purple chart), here's the team setup we used for them (keep in mind that with different team members, the damage output will look different):
And here are the W-Engines and Disk Drives used in the calculations.
The equipper's Anomaly Mastery increases by 60/69/78/87/96. When inflicting Assault, the equipper's Physical DMG increases by 20/23/26/29/32% for 20s, stacking up to 2 times. Repeated triggers reset the duration. When the equipper enters combat, immediately gain 2 stacks.
Substats: ATK (42%), Anomaly Proficiency (126), PEN (54)
Shiyu Defense / Deadly Assault
Alice Shiyu Defense stats aren't available yet. They will be added soon.
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