





To learn more about Orphie & Magus check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Orphie & Magus 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 2.2
Last build/calcs update
Patch 2.2
Last teams/synergies update
Patch 2.2
Last profile update*
September 23rd, 2025
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Orphie & Magus 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 Taming Wind and Fire
Orphie & Magus's CRIT Rate increases by 12.5%, and Aftershock DMG increases by 42.5%.
Orphie & Magus initially gain 100 Bottled Heat, up to a maximum of 125.
When Orphie & Magus are off-field, if Special Attack: Corrosive Flash is available and Energy is greater than or equal to 60, consume 30 Energy to automatically trigger EX Special Attack: Crimson Vortex instead.
When the laser from EX Special Attack: Heat Charge hits enemies, all squad members gain Zeroed In for 12s. Repeated triggers reset the duration. Zeroed In increases Agent ATK by 130. When Orphie & Magus's initial Energy Regen is greater than or equal to 1.6, for every 0.1 initial Energy Regen above this threshold, ATK increases by an additional 20. The total increase from both initial and additional ATK increases cannot exceed 340. When an Agent with Zeroed In triggers Aftershock, their Zeroed In duration extends by 4s, up to a maximum extension of 20s.
The fire blade attack from Basic Attack: High-Pressure Flamethrower, EX Special Attack: Watch Your Step, EX Special Attack: Crimson Vortex, EX Special Attack: Heat Charge, EX Special Attack: Fiery Eruption, Chain Attack: Overheated Barrel, and Ultimate: Dance With Fire all count as Aftershock DMG, and using these skills counts as triggering Aftershock.
Base Energy Regen 0
BASE ATK: 0
Additional Ability Forged in Flames
When another character in your squad is a Stun or Support character:
Aftershock DMG dealt by Agents with Zeroed In ignores 25% DEF.
Basic Attack: High-Pressure Flamethrower
Dodge: Flickering Flames
Dash Attack: Rush Command
Dodge Counter: Counter Strike Opportunity
Special Attack: Blazing Chamber
Special Attack: Corrosive Flash
EX Special Attack: Watch Your Step
EX Special Attack: Crimson Vortex
EX Special Attack: Heat Charge
EX Special Attack: Fiery Eruption
Chain Attack: Overheated Barrel
Ultimate: Dance With Fire
Quick Assist: Searing Slash
Defensive Assist: Blazing Gunblade
Assist Follow-Up: Boiling Pierce
Luxurious Cat House
Mindscape 1
Weird Food List
Mindscape 2
Tactics Manual
Mindscape 3
Pink Holster
Mindscape 4
Ferry Toll
Mindscape 5
Magic Seed
Mindscape 6
Orphie & Magus Stats at level 60 (including Core passive bonuses).
Orphie & Magus 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
Good on-field and inactive damage potential, paired with buffing capabilities;
Low skill floor and a high skill ceiling — lots of room for optimization while retaining good baseline performance;
Easy to build, low-cost character in general from skill levels, to W-Engines, to Disk Drives;
Top-tier animations.
Has a lot of extended inactive animations, during which she cannot swap back to input any other actions, can be annoying for team combos;
Limited powerful synergies on release, locking strong performance behind pairing her with very specific characters.
Low primary DPS potential, greatly overshadowed by her secondary DPS role (even if she can theoretically achieve mid-tier primary DPS performance).
Orphie & Magus (who we will just call Orphie from now on for simplicity purposes) is a Fire Attack-class Agent whose primary archetype, very similarly to the recently released Seed, is functioning within dual DPS compositions where she provides buffs to the team while retaining meaningful personal damage. Orphie stands out from her Electric counterpart, Seed, by being able to perform high-damage Aftershock attacks on a regular basis without the need to actively be controlled on-field (unless in Seedteams), as well as providing extra synergies with other Aftershock Agents such as S0 Anby.
Orphie has one resource she needs to manage called Bottled Heat, displayed below her HP bar as is customary for a lot of Agents. It is stored up to 125 points, is restored by her Ultimate, Chain Attack, inactive Aftershock Specials, and EX Specials as well as her on-field EX Special, and allows her, at 100 points, to unleash an EX Special which provides a Quick-Assist to the next agent in the line-up while simultaneously buffing the team. Other than this, most of Orphie’s kit can happen while she is inactive which makes her very simple to use. Nonetheless, optimizations exist and will be worth discussing later on.
Orphie possesses one key buff, called Zeroed In. This buff is granted by her laser EX Special and is granted to every squad member for 12s, increasing ally ATK by 280 by default, and up to a maximum of 700 when she has 3.744 Energy Regen (this buff is increased based on the current Energy Regen she has above 1.6).
Additionally, she possesses a passive 25% CRIT Rate and 85% Aftershock DMG. While her damage multipliers are adjusted to account for these buffs being permanently active (since all of the attacks worth using in her kit are counted as Aftershock DMG), they definitely help Orphie reach the high damage potential that she has.
Her Additional Ability (triggered with the presence of a Stun or Support-class Agent in the squad) grants 25% DEF Ignore to all Agents with her Zeroed In buff active on their Aftershock DMG. This gives her a very good synergy with Aftershock Agents such as Soldier 0 Anby, Trigger, or even Ju Fufu, as DEF Ignore is a rare and strong buff. However, it does mean she scales poorly off of PEN Ratio — hence, it is advised against using such stats in your team (with agents like Rina, or on Orphie’s Disk Drive 5).
Finally, something important to note is that Orphie has next to no Anomaly application outside of her on-field EX, Chain Attack, and Assist Follow-Up. Hence, sustaining the buffs on something like the Inferno Metal Disk Drive set effect on Soldier 11 may prove difficult as a result.
Below, we will detail every ability Orphie has that does what is expected of them/is unused in her kit:
Her Basic Attack string is usually unused (the last part serving as an extra multiplier to some of her more relevant attacks);
Her Assists work as you’d expect;
Her on-field Special Attack is unused;
Her Dash Attack and her Dodge Counter are unused as well and work as you’d expect them to.
With that out of the way, we can detail the most interesting parts of her kit:
Orphie can invoke inactive Aftershock attacks of her own during the attacks of other Agents. Without any Energy, she has a regular Special Attack triggered up to once every 5s, which hits 4 times. It additionally restores 20 Bottled Heat.
Orphie has 3 EX Special attacks. The first is the laser EX Special used with 100 Bottled Heat or above (mentioned in her Key Mechanics). It has a long cast animation, which should be switched out of, and during which she is almost invulnerable (hence why it triggers a Quick Assist on cast), and after its full channel, Orphie will follow up with another attack for extra damage. It should be worth noting that this full animation takes a long while, and during the entire cast, Orphie cannot input other actions, and she cannot be swapped back in. As a result, this EX Special Attack should be planned around when considering team combos.
Other than this, Orphie has 2 variants of her EX Special, both restoring 20 Bottled Heat. One is used actively on-field and the other is used while she is inactive automatically, with 60 Energy or above. However, they both cost 30 Energy.
The on-field EX Special deals a fair amount of damage and, due to the low Energy cost of 30, this makes it the perfect source of funneling Steel Charge for one of her best partners, being Seed.
Without Seed on the team, Orphie can rely more upon her inactive attacks, as they are automatically triggered at 60 or more Energy and deal a good amount of damage while restoring Bottled Heat all the same, at the usual Energy cost of 30. However, using the on-field variant is still not a bad choice and should be considered for more optimized play in non-Seed teams as well.
Orphie’s Chain Attack works like you’d expect it to, doing a lot of damage on cast, but it does restore 20 Bottled Heat.
On the other hand, her Ultimate is rather special as it works similarly to Burnice’s. Outside of restoring 20 Bottled Heat, Orphie will leap into the air during the cast and trigger a Quick Assist while doing damage. If this Quick Assist is used, Orphie will extend the duration of her Ultimate cast for extra damage. This should always be performed as the extension is a significant damage boost.
With the overwhelming majority of Orphie’s kit being chalked up to doing long animations and switching out of them via Quick Assists, then doing automatically triggered Special and EX Special Attacks while inactive, Orphie has a rather complex kit at first glance, but she remains super easy to use at a baseline. Her only real complications occur in the form of managing her unique resource and buff properly, those being Bottled Heat and Zeroed In. Outside of that? With Seed, she needs to be the active character when casting EX Special in order to funnel Steel Charge, which makes her rather complicated to play optimally within Seed teams and does require quite a bit of quick-swapping and planning ahead, as her buff lasts for only a rather short time.
While she is one of the hardest Attack-class Agents to optimize, while functioning as both a damage dealer and a buffer, Orphie is a true Secondary DPS Agent who can perform at all levels of investment and skill. In fact, her supportive capabilities while retaining good damage make her a fantastic slot-in for several compositions involving a strong on-field Primary DPS, whether she is at a budget level of investment or a higher level of investment.
Generally, in the meta Orphie has 2 strong partners, being Soldier 0 Anby (thanks to the Aftershock DEF Ignore that Orphie provides as well as the CRIT DMG share from Soldier 0 Anby’s Additional Ability), and Seed (thanks to her amazing ability to funnel Steel Charge via a low-cost EX Special and an insane amount of Energy regeneration per second). Outside of these two, Orphie remains very much usable but more specialized Agents will tend to be preferred. She additionally sports synergy with Trigger and Ju Fufu in the Stun class, because they also deal a solid chunk of Aftershock DMG.
In conclusion, Orphie retains good generalist potential as a Secondary DPS and in her specialized teams, Orphie is very strong in her role. Being very easy to pick up gameplay-wise, while also having good optimization potential, Orphie functions at all levels of skill and all levels of investment in 2 strong Electric Attacker teams, making her quite a strong Agent overall.
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 Orphie playing with teammates, while the bottom number in the 'vacuum', so just Orphie'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%
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.
86.10%
90.15%
CRIT DMG increases by 50/57.5/65/72.5/80%. When the equipper enters the battlefield, or activates a Chain Attack or Ultimate, they gain 1 stack of Heartstring. Each stack of Heartstring allows the equipper's Chain Attack and Ultimate to ignore 12.5/14.5/16.5/18.5/20% of the target's Fire RES, stacking up to 2 times and lasting 30s. Repeated triggers reset the duration.
84.56%
88.81%
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%.
83.28%
87.24%
Increases CRIT DMG by 45/51.75/58.5/65.25/72%. When using an EX Special Attack, Chain Attack, or Ultimate to deal Ice DMG, the equipper gains the Absolute Zero Death Sentence effect for 3s. While Absolute Zero Death Sentence is active, the character ignores 25/28.75/32.5/36.25/40% of the enemy's DEF when landing a hit.
81.37%
83.23%
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.
74.93%
76.39%
ATK increases by 6/6.9/7.8/8.7/9.6%, and DMG dealt by EX Special Attacks increases by 15/17.2/19.5/21.8/24%.
73.33%
75.81%
When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.
1
Best set for Orphie's personal damage but can be outshined by Astral Voice in Dual Attacker compositions. Shadow Harmony is easier to play around though and and requires very little maintenance making it th choice for those not looking to worry about maintaing Astral Voice uptime
Best combined with your choice of 2-PC Set:
2
Best usable buffing set for Orphie, providing a useful 10% ATK on the 2-piece but most importantly buffs DMG dealt by characters entering the field via Quick Assists by up to 24%, the biggest buff provided by Disc Drives in the game. However, note keeping stacks active consistently is needed in order to pull ahead of Shadow Harmony
Best combined with your choice of 2-PC Set:
Substats: CRIT DMG = CRIT Rate > ATK% > PEN > ATK
ATK: 2500 - 2700+
HP: 10000+
DEF: 900+
CRIT RATE: 90 - 100% (Including Orphie Passive & Disc Drive Passive)
CRIT DMG: 120%+
Energy Regen: 80%+
Special Attack
Chain Attack
Assist
Basic Attack
Dodge
Teams & Synergy
Below we list only the most important synergies for Orphie & Magus. 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
Some alternative partners may include Evelyn, Ju Fufu, Yuzuha, Pulchra (only at M6), and Lighter (only with 2x Fire Agents).
F2P Team
Bangboo options are mostly dependent on Orphie’s teammates - remember to run the best mix of Anomaly and Daze application depending on the team. Below are some generally usable choices:
For more team ideas, check this video:
This section lists most popular teams featuring Orphie & Magus in the current phase of Shiyu Defense.
There are no teams featuring Orphie & Magus who have cleared Shiyu Defense in the current cycle.
This section lists most popular teams featuring Orphie & Magus in the current phase of Deadly Assault.
There are no teams featuring Orphie & Magus 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 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!
This character uses our new calculation format for this reason, do not compare her calculations to older character. We'll be updating all DPS characters soon.
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.
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.
Substats: ATK (27%), CRIT Rate (26.4%), CRIT DMG (67.2%)
Shiyu Defense / Deadly Assault
Orphie & Magus Shiyu Defense stats aren't available yet. They will be added soon.
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