Last updated: 17/June/2026

Best guide and build for Pyrois from ZZZ (Zenless Zone Zero). Pyrois is an
rank character with the Ether attribute who belongs to the
Attack Specialty and who is part of the Unknown Faction faction.
Pyrois 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 update
Patch 3.0
Last build update
Patch 3.0
Last teams update
Patch 3.0
Last profile update*
17/June/2026
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Pyrois check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Core Passive Core Passive: Radiant Chariot
Upon entering battle, Pyrois gains 30. This effect can trigger once every 180s in Investigation Zone mode. Landing different attacks on enemies grants a certain amount of Solar Prominence, and Pyrois also gains 0.5 Solar Prominence every second while in combat, up to a max of 60. When Pyrois uses different Ultimates, they gain the following effects:
Upper Branch - Ultimate: Total Annihilation: Gain 30 Solar Prominence and enter the state. While in the Mirage state, Pyrois' Ultimate deals 40% increased CRIT DMG against Stunned enemies, and with 30 or more Solar Prominence hold during the 4th hit of Basic Attack: Celestial Light to immediately follow up with the 3rd hit of Basic Attack: Celestial Light. This effect lasts 21s. Repeated triggers reset the duration.
Lower Branch - Ultimate: Triumphant Return: Enter the state. While in the Sunflare state, Energy Generation Rate increases by 15%, and DMG dealt increases by 20%, and triggering a Perfect Block with an EX Special Attack grants 10 Solar Prominence. This effect lasts 200s. Repeated triggers reset the duration.
Left Branch - Ultimate: Unbound Swordstorm: Heavy attacks that hit enemies in the Contamination state deal 450% of ATK as additional DMG.
Right Branch - Ultimate: Eternal Imprisonment: Heavy attacks that hit Stunned enemies trigger the effect, dealing 1125% of ATK as additional DMG. Upon activating this skill, the Stun duration of all currently Stunned enemies is extended by 3s. When the Finishing Move hits, the enemy's Stun state ends.
BASE ATK: 0
Additional Ability Glorious Legion
When another character in your squad is a Stun or Support character:
Pyrois' CRIT DMG increases by 40%.
Using a Chain Attack grants 300 Decibels.
Basic Attack: Emberglow
Basic Attack: Celestial Light
Dodge: Twilight
Dash Attack: Sunrise
Dodge Counter: First Light
Special Attack: Fading Rays
EX Special Attack: Sun's Halo
Special Attack: Assault Directive
Chain Attack: Ceremonial March
Ultimate: Total Annihilation
Ultimate: Triumphant Return
Ultimate: Unbound Swordstorm
Ultimate: Eternal Imprisonment
Quick Assist: Duskguard
Defensive Assist: Ironhide Behemoth
Assist Follow-Up: Return to Daylight
Shadows of Twilight Past
Mindscape 1
Upon entering the battlefield, Pyrois gains 1,000 Decibels. This effect can trigger once every 180s in Investigation Zone mode. CRIT Rate increases by 8%.
Blazing Cavalry
Mindscape 2
Using Ultimate: Triumphant Return grants 1,500 Decibels. This effect can trigger once every 180s. Pyrois's Decibel limit increases by 1,000.
Chains of Fate
Mindscape 3
Balefire Horizon
Mindscape 4
Mindscape Effect Hidden
Youthful Guardian
Mindscape 5
Morning Star at Dawn
Mindscape 6
Mindscape Effect Hidden
Pyrois Stats at level 60 (including Core passive bonuses).

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.
Completely free and should always be attainable, regardless of banner changes!
Not only rivals, but exceeds many limited Agents that came before him, having exceptionally good multipliers.
Easy to build, having their ideal W-Engine also being free and very strong.
Looks like a FromSoftware boss.
Optimal combos are heavily Decibel-dependent, which can make them reliant on specific Agents or routing to excel.
Isn’t immediately accessible, so new or returning players who want to experience story progression will take time to acquire him.
No traditional vertical investment, which may limit their longevity as time passes.
Urban Fantasy?
Pyrois is an Ether Attack “Special” Rank Agent who has access to 4 different Ultimates, which also happen to cost only 2000 Decibels each, and all having a different purpose.
Besides their unique Ultimates, Pyrois can build “Solar Prominence” with their attacks, which is capped at 60, but if over 30 can consume some of it to launch a series of enhanced Basic Attacks that can deal heavy damage.
While the first and second strings aren’t very strong, the third and fourth are, and conveniently can be shortcutted into from most of their attacks.
Pyrois’ gameplan then revolves around generating and expending Solar Prominence while getting the Decibels needed to sustain multiple Ultimates in a stun, which is required to get the most damage out.
Pyrois gets 30 Solar Prominence when entering the battlefield and generates 0.5 of it every second while in combat. Outside of outlining this resource, their Core Passive is inherently tied to their Ultimates, each of which corresponds to a direction: “Upper”, “Lower”, “Left” and “Right”.
Every Ultimate has a different multiplier and effect associated with it.
The “Upper” Ultimate is an ideal starter for stuns, as it deals decent damage, builds 30 Solar Prominence (which can then be used on EBAs), and places Pyrois in the “Mirage” state for 21s. This gives them a 40% CRIT DMG boost to Ultimates on Stunned enemies and lets them loop their EBA4 back into an EBA3.
The 40% CRIT DMG boost is applied on cast, so the “Upper” Ultimate gets it too!
The “Lower” Ultimate is used only once in fights, at the very beginning. This is because it places Pyrois in the “Sunflare” state for 200 seconds! This causes their EX Special to generate 10 Solar Prominence when it parries enemy attacks, increases their DMG dealt by 40% and their Energy Generation Rate by 15%.
This is distinct from Energy Regen, as it increases the value of the Energy gained from both it and all of their attacks.
The “Left” Ultimate deals a high burst of damage when a Heavy Attack hits a Contaminated enemy. This demands Wind Anomalies to be inflicted, so it’s only ever worth using when running Pyrois alongside a Wind Agent.
The “Right” Ultimate has the highest damage, and if used on stunned enemies, it will pause stun for 3 seconds. This is roughly the time that it takes for the skill to cast, and when its final hit connects, it will trigger Totalize, dealing an additional burst of fixed damage.
This will immediately end stun! As the additional damage that it deals does not scale with how long there is left in stun, this is best reserved for use at the very end after EXs, EBAs and other Ultimates have been used.
Which Ultimates are used tends to follow a strict order: begin with the “Lower” Ultimate to buff Pyrois, use the “Upper” Ultimate at the beginning of stun to get the increase in damage, then the “Right” Ultimate to finish things off.
If a Wind Agent is in the party and enemies are Contaminated then, the “Left” Ultimate may be an option outside of stun.
Pyrois Chain Attack has no additional properties as part of their Core, being a generic damaging skill with decent multipliers, but it’s still important to use owing to their Additional Ability.
On having Stun or Support characters, Pyrois gets a 40% increase to CRIT DMG and 300 Decibels when using a Chain Attack. This is on top of existing bonuses, making Chain Attack one of the primary ways for Pyrois to build enough Decibels to sustain multiple Ultimates in a stun.
There are 2 Basic Attacks. The first is a standard 3-part string that is mostly unremarkable, but works as a filler to build Solar Prominence.
The second is what does damage, being the enhanced Basic. This EBA is a 4-part string, with each part consuming a different amount of Solar Prominence, but they can only ever be used if there’s at least 30 points built.
The 1st and 2nd consume little but are also very weak and so best avoided, with the 3rd and 4th hits being what actually sees frequent use. This isn’t a problem as all skills with the exception of Pyrois’ regular Special and their standard Basic Attack string will shortcut into EBA3.
It also has a unique property where swapping out of Pyrois during EBA3 will automatically perform EBA4.
Pyrois’ regular Special is unremarkable and isn’t used.
Their EX Special consumes 40 energy and deals a series of slashes, but with high multipliers that make it a good option for a fast burst. It can parry enemies that strike into it, increasing its interrupt level and - owing to Pyrois’ Core Passive - also generate 10 Solar Prominence if successful.
There is one additional Special that is used automatically after the EX Special or any Ultimate, where Phaethon will show up from the sidelines and shoot at the enemy to deal a bit of extra damage.
Neither Pyrois’ Assists or Dodges have anything unique about them, with the former being useful to generate extra Decibels (via Defensive Assists and Follow-Ups) and the latter being an effective way to build Solar Prominence (via Dodge Counters).
Despite the various Ultimates, Pyrois has a rather flowcharty approach to gameplay.
Once enemies spawn, make use of their “Lower” Ultimate to get its buffs applied for the encounter. This can then be followed by their EBA3 and 4, or an EX Special, which links into an EBA3.
Pyrois can then build resources in the out-of-stun period and expend them on EBAs as needed to avoid overcapping. As EBA1 and 2 have low multipliers, reserve resources for EBA3, which shouldn’t be difficult to do so as almost all skills in their kit will shortcut to it.
Since they can parry for extra Solar Prominence, it’s worth trying to get some to squeeze in more damage out-of-stun.
Ideally, Pyrois needs to have plenty of Decibels stored to be able to do 2 Ultimates in a single stun. A combo then follows with:
“Upper” Ultimate
Cancel Chain Attack
EBA3 + 4
Swap out to another Agent, as EBA4 will cast automatically.
Trigger Pyrois’ Chain Attack
EX Special
EBA3 + 4
“Right” Ultimate
Decibels may not always allow for this, in which case, doing 2 Pyrois Chain Attacks and ending with the “Right” Ultimate will be best.
After which push to another stun while trying to optimise Decibels to sustain double Ultimates where possible.
Build and teams

For ZZZ calculations we worked alongside Rivyn Elowen. Any other content such as comments on W-Engines, Disks, etc are our own.
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:
104.44%
103.77%
100.00%
100.00%
91.63%
100.30%
100.00%
The Sky Ablaze is the tailor-made set for Pyrois, and between its high unconditional CRIT DMG and near permanent ATK % uptime owing to low-cost EXs and Ultimates, there's no better option.
Best combined with your choice of 2-PC Set:
Puffer Electro
Branch & Blade Song
Chaotic Metal
Shining Aria
Astral Voice
Hormone Punk
98.39%
As Pyrois' Ultimate costs only 2000 Decibels and they often open Stuns with it, Puffer Electro can be a decently competitive pick, with its buff lasting for most - if not all - of stun.
Best combined with your choice of 2-PC Set:
Branch & Blade Song
Astral Voice
Hormone Punk
Substats: CRIT RATE (until 100% in combat) > CRIT DMG = ATK% > Flat PEN > Flat ATK
ATK: 2800 - 3200+
HP: 9500+
DEF: 750+
CRIT RATE: 57% - 72% (before Sol Exuvia and M1)
CRIT DMG: 140% - 180%+
Chain Attack
Basic Attack
Special Attack
Assist
Dodge
Teams & Synergy
Below we list only the most important synergies for Pyrois. The character can work with others if you know what to do and how to use them.
Sunna
Nicole
Dialyn - Both Sunna and Nicole are generally good Supports, and this doesn't change for Pyrois. Nicole is especially useful, both as her buff value for Ether is on par (if not higher, depending on endgame buffs) than limited Agents, there are plenty of opportunities to swap to her to refresh buffs. Dialyn is unsurprisingly a near ideal Stunner match, with great Daze and buffs, as well as giving more Ultimates (which is the bulk of their damage).
Ju Fufu
Nangong Yu - With Pyrois' frequent Ultimate use, Ju Fufu's Decibel refund can go a long way at improving their performance. She may not be as strong as Dialyn in the Stunner slot, but makes for a far more comfortable pick on Pyrois than as an alternative on other teams. Nangong is primarily an Anomaly stunner, but between her high Daze and standard and Stun DMG buffs, she can still do well.
Astra Yao
Zhao
Lycaon
Rina - If missing out on Pyrois' ideal supports, all these Agents can work as good options. Astra's Chain conversion means plenty of Decibels for Ultimates, Zhao has good buff value generally and Lycaon and Rina both can fill in as serviceable free-to-play alternatives.For more Teams, check this video:
This section lists most popular teams featuring Pyrois in the current phase of Shiyu Defense.
There are no teams featuring Pyrois who have cleared Shiyu Defense in the current cycle.
This section lists most popular teams featuring Pyrois in the current phase of Deadly Assault.
There are no teams featuring Pyrois who have cleared Deadly Assault in the current cycle.