To learn more about Cissia check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Cissia 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 2.7
Last build/calcs update
Patch 2.7
Last teams/synergies update
Patch 2.7
Last profile update*
April 15th, 2026
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Cissia check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
SD/DA Analytic
Teams & Synergy
Calculation
Profile
Core Passive Fatal Concoction
Upon entering the battlefield, gain 3 Venom. In Investigation Zone mode, this effect can trigger once every 180s.
While possessing Venom, consume 1 Venom every 5s while in combat to trigger Corrode Bone, dealing Electric DMG.
With Venom, all squad memebrs' Electric DMG ignores 3% of enemy DEF. If initial Energy Regen is higher than 1.4, for every additional 0.12 above that threshold, an additional 0.52% of the enemy's DEF is ignored, up to a maximum of 12.88% of enemy DEF. This effect lasts until 30s after Venom is depleted.
Corrode Bone deals additional Electric DMG equal to 227% of ATK.
When there are 1/2 Electric characters in the squad, the Daze dealt by Corrode Bone increases by 40%/60%.
When gaining Venom, every 1 excess point of Venom triggers Corrode Bone once.
Base Energy Regen 0
BASE ATK: 0
Additional Ability Festering Venom
When another character in your squad is a Stun character or shares the same attribute:
While possessing Venom, increases all squad members' CRIT DMG by 40%, with Cissia gaining an additional 10%. The effect lasts until 30s after Venom is depleted.
Basic Attack: Tongue Flick
Basic Attack: Serpent's Kiss
Corrode Bone
Dodge: Slither
Dash Attack: Bite Mark
Dodge Counter: Bite Back
Special Attack: Bared Fangs
EX Special Attack: Venomous Bite
Chain Attack: Gang Operation
Ultimate: Ophidiophobia
Quick Assist: Alarm System
Defensive Assist: Extra Prison Rations
Assist Follow-Up: Partners in Crime
Traveler and Prey
Mindscape 1
Hunger and Hard Truths
Mindscape 2
Chains and a Warm Nest
Mindscape 3
A Rogue's Resolve
Mindscape 4
False Evidence and Fangs
Mindscape 5
Home and Sixth Street
Mindscape 6
Cissia Stats at level 60 (including Core passive bonuses).
Cissia images aren't available yet. They will be added soon!
Review
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). 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
Strong numbers given her limited field time, being a “sub-DPS” that can almost match the damage of a main carry.
Very well rounded character, able to deal damage, build decibels and has Daze build that’s competitive with many Stunners.
Flexible build options in both Drive Discs and W-Engines, making her relatively inexpensive to work with.
girl
Sub-DPS character who will perform worse in a main-DPS position than alternatives without vertical investment.
Very limited comp choice, being a BiS pick for Seed alone and strictly limited to Electric Attacker teams.
Difficult to balance Energy Regen and Crit Rate without her Signature, which can severely limit her personal damage.
failure
Cissia is an Electric Attacker who works especially well as a “sub-DPS” of sorts, able to buff her team with CRIT DMG and providing team-wide Electric DEF shred.
Rather than being a specialist-type character, her kit brings with it a wide range of benefits besides buffs. True to her role, she does a fair amount of personal damage, with her having an ear 50:50 split in damage distribution with a primary DPS, depending on the team.
She has decent Decibel build and can even keep up with Stunners in terms of Daze application, owing to her Corrode Bone mechanic.
It’s a Basic Attack that is triggered automatically when consuming Venom, the unique resource tracked as a set of 6 diamonds underneath Cissia’s health bar. She can build it in various ways:
2 from the 4th hit of her Basic Attack (+1 if on a Stunned enemy).
3 from using EX Special, with another 1 Venom per 20 additional Energy consumed.
3 from Chain Attack and Ultimate.
Each Venom consumed will tick for an instance of Corrode Bone, which happens automatically every 5 seconds. This also happens when overcapping: so if already at 6 Venom, building an additional 3 will immediately use them for Corrode Bone triggers, meaning that there’s not much need to be mindful of stacks for this.
It is worth noting how many Venom is generated however, as every 6 points gained will give 1 stack of Serpentine Shadow, which can be consumed to do a heavy hitting dive attack that triggers a Quick Assist and instantly consumes all Venom stacks in stock (which in turn, leads to a burst of Corrode Bone hits).
Cissia’s general gameplan then becomes a cycle of generating Venom with various skills, which gives her Serpentine Shadow stacks, that are then used to burst enemies down and consume Venom for Corrode Bone triggers.
Much of Cissia’s Corrode Bone mechanics are tied to her Core Passive, with the former’s damage scaling with the latter’s level. It gives her 3 Venom stacks when entering the battlefield, and gives up to 25% Electric DMG DEF shred to the whole squad when Venom is stocked, scaling with initial Energy Regen.
This buff lasts for a full 30 seconds, so even when zeroed out, it is unlikely to ever fall off in a fight. The base value of the buff is only 6%, so building a lot of Energy Regen is important for gearing to get the most value out of this Core Passive, requiring both an ER mainstat W-Engine and a 2-piece ER set to cap out (3.68 on the stat screen).
It also provides a 40%/60% buff to Daze inflicted by Corrode Bone, depending on if 1 or 2 Electric characters are in the squad. It’s in large part due to this that Cissia has such a competitive Daze application.
As for her Additional Ability, it’s triggered by having Stun or same attribute characters in the team and provides a simple 40% teamwide CRIT DMG buff (with Cissia getting an extra 10%, for 50% total) when Venom is in stock. Like with her Core Passive, this lingers for 30s.
The vast majority of Cissia’s damage comes from Basic Attacks, as her Corrode Bone is classified as one. While it is true that levelling her Core Passive increases the damage of Corrode Bone, so too does levelling her Basic Attack, as its multipliers are tied to Basic levels.
Corrode Bone triggers also increase Cissia’s CRIT Rate, by 6% for 15 seconds, stacking up to 3 times (18% total).
Basic Attack: Serpent’s Kiss is the aforementioned dive attack that comes from using up Serpentine Shadow stacks, whereas Basic Attack: Tongue Flick is the regular string.
Between Serpent’s Kiss’ decent damage multipliers and the rapid triggering of Corrode Bone, Cissia has great burst damage if there are Venom stacks to consume. Tongue Flick isn’t a particularly good string, but as its Basic 4 can generate 2 (or 3) Venom stacks on hit, it sees frequent use in both sub-DPS (by shortcutting to it) or main-DPS playstyles (by on-fielding Cissia with it).
Her regular Special has very poor multipliers, but is quite fast as far as attacks go. As it is a Heavy Attack, it can be situationally useful to trigger Chain Attacks, but given Cissia’s high Energy Regen stat, her EX Special is more likely to be used instead.
It costs 60 Energy by default, and as previously mentioned, it builds 3 Venom stacks on use. Unlike most other EX Specials though, it refunds 5 Energy on use and can be extended by holding down the button, using 20 Energy up to 3 times (for a total cost of 120 Energy) to deal more attacks and build additional Venom stacks.
Regardless of whether one uses the single or extended cast, it will trigger a Quick Assist and allow for a shortcut into Basic 4. As that can give even more Venom stacks, it’s usually worth doing before making use of the Quick Assist.
Cissia’s Dodges are very standard and unlikely to see much use given her tag-in, tag-out style of play, unless she’s played as a main-DPS on-fielder.
Although Cissia does build a fair bit of Daze, it’s mostly due to her Corrode Bone ticks. Her Defensive Assist and Assist Follow-Up aren’t particularly good, but can be used to top her up in Decibels, while her Quick Assist is mostly unremarkable but can shortcut into her Special, EX Special or Basic 2.
Both Cissia’s Chain Attack and Ultimate deal good damage for the time they take and trigger Quick Assists on use. As they generate 3 Venom, it can lead to even more burst from Corrode Bone stacks when overcapping, with using at least 1 Cissia Chain Attack in a stun rotation often being optimal for damage.
The Ultimate has an additional effect of activating Ether Veil: Cold-Blooded for 30 seconds, which gives a 5% CRIT DMG increase to the whole squad.
Cissia’s primary playstyle is one that takes the role of a sub-DPS. Since she can provide a decent amount of Daze, it makes it easier for double Attacker teams to run a Support while still managing enough stuns in a fight.
Owing to Cissia’s high Energy Regen, it’s good to use her EX Special frequently to build Venom, both with its own cast and the shortcut to Basic 4. As Serpentine Shadow stacks build, spend it on her enhanced Basic Attack dive for Corrode Bone to quickly build Daze and deal damage.
It’s better to make use of multiple EX Specials rather than extending it when out of stun, as this gives more opportunities to shortcut to Basic 4 and is slightly more damage and Daze.
Try to have enough Energy for an EX Special (perhaps even an extended one) when Stun arrives. Use it, her Ultimate and Chain Attack to build Venom quickly, as overcapping stacks all lead to Corrode Bone triggers, then spend it all with her enhanced Basic Attack dive. As her burst is decently fast and has multiple swap points - like from an early Quick Assist off her EX or while she does her dive - balancing her burst with that of a main-DPS’ combo is ideal.
She can be played as a main-DPS, but not much changes. It’s easier to manage as there is no longer a need to swap in and out of Cissia to spend her Energy, and the fundamental goal of building and spending Venom stacks is the same.
Here’s a sample combo with Seed/Sunna/Cissia
Seed Enhanced Basic Attack
Swap to Cissia
EX Special: Venomous Bite
Cissia Ultimate
Cancel Chain
Enhanced Basic Attack: Serpent’s Kiss
Quick Assist to Seed
Seed Ultimate
Cissia Chain Attack
Seed Chain Attack
Seed Enhanced Basic Attack
Swap to Cissia
EX Special: Venomous Bite
Enhanced Basic Attack: Serpent’s Kiss
Best Build
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 W-Engine calculations below are team-buffed calculations and here's the team we used for them:
100%
CRIT Rate increases by 25/28.8/32.5/36.3/40%. When the equipper consumes at least 20 Energy in a single instance, every 20 Energy consumed grants 3s of a buff: when dealing Electric DMG, ignore 28/31.5/35/38.5/42% of the target's DEF. Repeated triggers extend the duration, up to a maximum of 30s. When entering combat, gain 10s of this buff. While the equipper is not the active character, the duration no longer decreases.
92.85%
Increases CRIT Rate by 20/23/26/29/32%. When the equipper triggers an Aftershock that deals Fire DMG, their attacks ignore 15/17.2/19.5/21.7/24% of the target's DEF for 8s. Can stack once every 3s, up to 2 stacks. Repeated triggers reset the duration.
91.12%
When launching an EX Special Attack or Chain Attack, Electric DMG from Basic Attacks and Dash Attacks increases by 50/57.5/65/72.5/80% for 10s. This effect can trigger once every 15s.
90.75%
Increases CRIT Rate by 15/17/19/21/23%. When the equipper deals DMG with a Basic Attack or EX Special Attack, they gain 1 stack of a buff. Each stack increases the equipper's Electric DMG by 12.5/14.5/16.5/18.5/20%, up to 2 stacks. Each stack lasts 40s. The duration of each stack is calculated separately. Can trigger once per use of a skill. At 2 stacks, the wearer's Basic Attack and Ultimate DMG ignore 20/23/26/29/32% of enemy DEF.
88.02%
CRIT DMG is increased by 30/34.5/39/43.5/48%. When the equipper lands a hit with a Basic Attack, Special Attack, or Aftershock, they gain 1 stack of a buff. Each stack increases the equipper's CRIT DMG by an additional 10/11.5/13/14.5/16%, stacking up to 3 times. The effect lasts for 30s, with each stack's duration calculated separately, and can only be triggered once per use of a skill. With all 3 stacks, the equipper's Electric DMG increases by 20/23/26/29/32%.
105.15%
Astral Voice has the highest potential in a Seed team with Sunna/Astra. Both Seed and Cissia can make use of Astral Voice, as it doesn't matter who holds the set, so long as Quick Assists are taking place to pass along the buff. It's at least on par with Dawn's Bloom even with lacklustre buff juggling, but becomes significantly better when Quick Assists are sustained across the team so that both Seed and Cissia can have uptime of the buff.
Best combined with your choice of 2-PC Set:
Swing Jazz
Moonlight Lullaby
Branch & Blade Song
Thunder Metal
Woodpecker Electro
100.00%
With the vast majority of Cissia's damage distribution coming from Basic Attacks (and her lacking personal sources of DMG Bonus), Dawn's Bloom is the best generalist set. It needs little active management, owing to Cissia's frequent EX Special use, and can work across a variety of different teams, being the standard recommended choice for most.
Best combined with your choice of 2-PC Set:
Swing Jazz
Moonlight Lullaby
Branch & Blade Song
Astral Voice
Hormone Punk
Thunder Metal
Woodpecker Electro
99.45%
In theory, Thunder Metal could be a highly competitive option, as the sheer amount of Combat ATK that it provides is nothing to scoff at. Unfortunately, it's only really usable in full Electric teams (e.g. Seed, Trigger, Cissia), or with very specific routes and Bangboo Anomaly management, as it needs to be up for Stun burst periods to stand a chance against other options.
Best combined with your choice of 2-PC Set:
Swing Jazz
Moonlight Lullaby
Branch & Blade Song
Substats: CRIT RATE = CRIT DMG = ATK% > PEN > ATK
ATK: 2500 - 2700+
HP: 9000+
DEF: 800+
CRIT RATE: 50% - 57% (with Signature W-Engine)
CRIT DMG: 110%+
Basic Attack
Special Attack
Chain Attack
Assist
Dodge
Teams & Synergy
Below we list only the most important synergies for Cissia. The character can work with others if you know what to do and how to use them.
For more Teams, check this video:
This section lists most popular teams featuring Cissia in the current phase of Shiyu Defense.
There are no teams featuring Cissia who have cleared Shiyu Defense in the current cycle.
This section lists most popular teams featuring Cissia in the current phase of Deadly Assault.
There are no teams featuring Cissia who have cleared Deadly Assault in the current cycle.
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 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 Mindscapes, Disc Drive and W-engine 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.
The W-Engine calculations below are team-buffed calculations and here's the team we used for them:
And here are the W-Engines and Disk Drives used in the calculations.
CRIT Rate increases by 25/28.8/32.5/36.3/40%. When the equipper consumes at least 20 Energy in a single instance, every 20 Energy consumed grants 3s of a buff: when dealing Electric DMG, ignore 28/31.5/35/38.5/42% of the target's DEF. Repeated triggers extend the duration, up to a maximum of 30s. When entering combat, gain 10s of this buff. While the equipper is not the active character, the duration no longer decreases.
Substats: ATK (18%), CRIT Rate (33.6%), CRIT DMG (67.2%)
The increase in the DEF Shred value from this is quite sizeable, especially when working with other Agents that have their own sources of it, owing to the increasing value of the stat as it builds. It does lose effectiveness against Half DEF enemies, but both starting with max Venom and getting Corrode DMG Electric RES shred helps it maintain some value.
This significantly increases the value of Cissia’s Chain Attack and makes it likely to be the most valuable Chain to use in her comps, as the extra Venom stacks easily translate to more damage. It’s an especially good Mindscape for main-DPS Cissia and can synergise well with sources of additional Chain Attacks (e.g. Astra).
Even further improves Cissia’s Chain Attack value, alongside EX Special and Ultimate. As this does not build any additional Daze, it has no special adaptations that need to be made, but it’s a decent damage increase for an M4.
A sizable damage increase, and while it can only be consumed once every 3 seconds, it has no real cap, so it needs no active management.
Shiyu Defense / Deadly Assault
Cissia Shiyu Defense stats aren't available yet. They will be added soon.
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