A handsome cyborg with a casual and carefree personality. He's an avid fan of the Starlight Knight show, not only referring to himself as one of the Starlight Knights, but repeating many classic lines from the show. Refers to his pair of special custom-made high-caliber revolvers as "the girls". They appear to have been a gift from an old friend. He may look unreliable, but once he gets serious Billy can take on any challenge.
To learn more about Billy check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Billy 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 2.8
Last build/calcs update
Patch 2.8
Last teams/synergies update
Patch 2.8
Last profile update*
May 27th, 2026
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Billy 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 Steady Shot
Billy's DMG increases by 25% when he enters Crouching Shot during his Basic Attack. The effect ends if he moves, returns to standby, or is knocked back or launched by an attack.
CRIT Rate: 0
BASE ATK: 0
Additional Ability Team Starlight
When another character in your squad shares the same Attribute or Faction:
After Billy uses a Chain Attack, the DMG of his next Ultimate is increased by 50%, stacking up to 2 times. This effect resets whenever an Ultimate is activated.
Basic Attack: Full Firepower
Dodge: Risky Business
Dash Attack: Starlight Sanction
Dodge Counter: Fair Fight
Special Attack: Stand Still
EX Special Attack: Clearance Time
Chain Attack: Starlight Mirage
Ultimate: Starlight Sparkle
Quick Assist: Power of Teamwork
Evasive Assist: Flash Spin
Assist Follow-Up: Fatal Shot
Dazzling Entrance
Mindscape 1
Roaming Gunslinger
Mindscape 2
Teachings of the Starlight Knights
Mindscape 3
Starlight Ballistics
Mindscape 4
Lost Technological Construct
Mindscape 5
Starlight Hero
Mindscape 6
Billy Stats at level 60 (including Core passive bonuses).
Billy 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
Is Free! The 2nd Agent you acquire in the game.
Has a very mobile playstyle, which lets him control space and manipulate some enemy behaviors.
Low skill floor, high skill ceiling, having a rather simple but open-ended gameplan that gives him a lot of potential for optimisation.
Biggest Starlight Knight fan…
A main damage dealer that hasn’t aged well, being objectively far weaker than recent Agent releases.
Dated Additional Ability criteria limits his team options, with a large gap in performance if certain squad members aren’t available.
Demands in-depth knowledge of different teams and encounters to excel, lacking clear-cut routes and combos for beginners to rely on.
...and he’ll make sure you’re well aware of it.
Big thanks to YojimboBlade for helping us with Billy’s review and guide!
Billy is a Physical Attacker who relies on an improv, reactive playstyle to control the pace and the space of any fight he is in. He is one of the few Agents who can move around and and damage enemies at the same time, which allows him to catch enemies that run away, or force enemies to approach. Additionally, his extended range lets him attack all surrounding enemies, excellent for clearing low-level enemies.
His kit provides many tools that appear to be weak at first, but allows him to do some really cool tricks.
As a ranged character, Billy is affected by the damage fall-off mechanic. This means that if he attacks enemies from too far away, this will lower the final damage of the attack.
So while there is benefit to keeping enemies away (like with his Signature W-Engine), try to to avoid moving too far away so as to not get this penalty!
Billy’s Core at max level provides 50% DMG bonus on all his attacks while he is Crouching.
This is related to his Basic Attacks and is covered in more detail in its section, but it’s worth flagging that it’s a very important buff to manage as part of his gameplan.
His Additional also gives a 50% DMG buff to his Ultimate, stacking twice, for each Chain Attack he uses. This resets after using his Ultimate.
As a result, it’s often best to have Billy use his Chain Attack twice before every Ultimate, but it isn’t always optimal. Depending on the situation, it can be worth letting other Agents Chain instead, especially if they provide useful buffs or if charging up their Decibels is needed.
Billy’s Basic Attack is called “Full Firepower”, but in reality it has 3 distinct parts:
Standing Fire
Rolling Shot
Crouching Fire
Finishing Shot
Holding or repeatedly pressing Basic will begin with Standing Fire, with Billy continuously firing bullets, then after a short while it will transition into Rolling Shot. This causes Billy to move, with the direction being influenced by directional inputs, and then immediately places him in the Crouching state outlined in his Core Passive.
This leads into Crouching Fire, where Billy returns to continuously firing bullets at a target, but now gets his Core Passive’s bonus applied to his attacks.
If the Basic Attack button is let go of during Crouching Fire, Finishing Shot then follows, doing a negligible amount of damage.
It’s important to note that the 50% DMG bonus from Crouching isn’t exclusive to Crouching Fire, but that it functions as a state. It’s applied to all attacks that follow it.
If he’s Crouching and then an EX Special or Ultimate is used, the DMG bonus will carry over to these attacks. As such, it is very important to always be in this state before using any high damaging skills!
As part of his M2, Rolling Shots can trigger a Perfect Dodge when timed correctly, which follows up with a Dodge Counter automatically.
Although the Basic Attacks themselves don’t do much damage, managing them is key to doing well with Billy.
Billy’s Special is a 3-part move, where repeatedly pressing Special will cycle between all 3 hits.
These hits will pierce, hitting all enemies in a line, and every single attack counts as a Heavy Attack for the purposes of Chain Attacks. Their damage is rather disappointing, but they do have some utility, like for animation cancelling.
EX Special is a high-powered, long range, piercing move. As part of Billy’s Mindscape 4, this can get up to 32% more CRIT Rate the closer he is to the target, being a decent way to pad out his damage in combos.
Billy’s Dodge is unremarkable, but he is one of the few Agents with 2 Dash Attacks.
Using a Dash Attack without moving will give a normal Dash Attack, which the game calls “Straight Shot”. This can be used twice in a row.
Using a Dash Attack while moving the joystick in any direction will give a 360 Dash Attack, which the game calls “360-degree Shot”. You cannot use this 360 Dash Attack twice in a row: attempting to do a Dodge into a 360 Dash Attack twice will lead to a Straight Shot on the second use instead. Multiple uses must be separated by using another move.
Dodge Counter is straightforward, but it’s one of Billy’s primary damage tools, especially as his M2 further increases its damage by 25%. It’s used often against aggressive enemies and also pierces through enemies in a line.
His M2’s automatic Dodge Counters also help in making them more accessible.
If his M1 is unlocked, then all of his Dash Attacks and Dodge Counters restore an additional 2.7 energy, with a 5 second cooldown, helping Billy get more uses out of his EX.
Billy’s Quick Assist is generic. But his Evasive Assist Follow-Up is powerful, and allows you to take back control against most enemies. However, since Billy wants to be on-field for the majority of a fight, there aren’t many opportunities to use it often depending on the team and encounter.
Billy’s Chain and Ultimate are basically the same move, but with different damage numbers. Big powerful moves that hit in a wide area around him.
These make up the majority of his in-stun damage, and maximising his Additional Ability’s effect can go a long way at making them better.
Billy does not have dedicated combos that he needs to use. There isn’t a “combo” list to memorize. Instead, Billy wants to react to enemy attacks, hit back with his Dodge Counters and EX Specials, and control the space around him while moving with Dash Attacks.
This aspect of Billy’s improv gameplay is hard to convey in a written guide, because a lot of it relies on the enemy you are facing, what they are doing, where you are in relation to them, and the teammates you have. I highly recommend you look into gameplay from some dedicated Billy players, to better visualize how it looks.
There are 3 key steps when trying to learn how to play Billy to optimize him, but mastering these makes learning intermediate and advanced techniques much easier.
1. How to Crouch
Billy’s Core gives him a 50% DMG buff while he is Crouching, and as mentioned before, this applies to all attacks done in this state.
To Crouch, simply hold Basic - that’s all. He will transition from Standing Fire, into a Rolling Shot, and into Crouching Fire. As long as you hold or repeatedly press Basic, he will continue to use Crouching Fire.
Billy leaves the Crouching state when you:
Use his Basic’s Finishing Shot.
Get knocked back by enemies.
Start to move around normally.
Switch to another Agent.
As a result, this means that it isn’t possible to get Chain Attacks to benefit from the Crouching state, as he has to be swapped out of. Keep this in mind, as it’s important to Crouch again before using Billy’s EXs or Ultimate after Chains.
Aside from the above, as long as you continue to attack enemies, Billy will stay in the Crouching state.
Managing this is very important to access Billy’s full damage output. Not only in ensuring that it is up for hard-hitting skills, but also when not to use it. Considering how long it can take to start Crouching and how saturated Billy tends to be in DMG bonuses, against certain enemies - like those with a short Stun duration - it can be optimal to ignore it altogether and prioritise getting damaging skills in instead.
2. How to Move While Crouching
Another problem with Crouching Fire is that it makes Billy sit in one place, but there are ways around it.
While using Crouching Fire, moving the joystick in any direction will cause him to use a Rolling Shot. This is the simplest way to move him around while Crouching, but it’s not the recommended solution.
Instead, we want to utilize Billy’s Dodge and 360 Dash Attack.
As before, while using Crouching Fire, move the joystick in any direction to use a Rolling Shot. Then, during the Rolling Shot, release Basic and press Dodge. Immediately afterwards, start holding or repeatedly pressing Basic.
In short: Hold Basic → Move → Dodge → Hold Basic.
These moves are Crouching Fire → Rolling Shot → 360 Dash Attack → Rolling Shot → Crouching Fire.
Repeat as many times as needed and as quickly as you like. If you are just starting out, the timing to do this sequence is lenient. Conveniently, this is also Billy’s highest DMG output when he has no resources and enemies are not attacking. Furthermore, Billy can only use Rolling Shot while Crouching, so keep that in mind.
3. How to Aim while Crouching
The last major flaw with Billy’s Crouching Fire is that he cannot aim his attack. If an enemy moves to the side, Billy will keep firing where he was originally aiming towards, making all his subsequent shots completely miss.
To solve this, simply use any attack. This can be moving the joystick for a Rolling Shot, pressing Special or EX Special or using any Dash Attack.
It’s worth emphasizing that while Billy’s Crouching state is useful, his Crouching Fire - the attack that he performs by default while Crouching - is weak. Instead, we want to use his 360 Dash Attack into Rolling Shot and his Dodge Counters.
Billy’s Mindscape 2 helps with this. It transforms his Rolling Shot into a dodge, so that it automatically links into a Dodge Counter when used to Dodge an attack. This transforms one of Billy’s best movement tools into one of his best offensive and defensive tools as well.
As a result, Assist Counters are much easier to perform. When you are about to be attacked by a Yellow Flash, simply use a Rolling Shot and swap Agents. This will give you Billy’s Dodge Counter and your next Agent’s Defensive or Evasive Assist.
Lastly, Animation Cancels can make Billy quicker than he normally is.
As soon as Billy goes from Standing Fire into Rolling Shot, he is already Crouching; no need to wait for Crouching Fire. Because of that, it’s possible to skip the animation of Rolling Shot into Crouching Fire by using any Dash Attack or a Special. This lets us use EX Special or Ultimate immediately after using a Rolling Shot with the full Crouching DMG buff.
Billy’s combos can vary wildly depending on the team and encounter. Astra could provide additional Chain Attacks but not Sunna, or Dialyn’s presence with a Puffer Electro set can give early Ultimate conversions.
Although combos do vary, trying to get 2 Chain Attacks before Ultimate and 2 EX Specials with the Crouching Bonus is a good start. For example:
Nicole EX Special
Billy Chain Attack
360 Dash Attack
Swap to Nicole
Nicole Directional Dash Attack + Standing Dash Attack
Billy Chain Attack
360 Dash Attack
Swap to Nicole
Nicole EX Special
Swap to Billy
Basic Attack until Crouching Fire
Billy EX Special
Billy Ultimate
Basic Attack until Crouching Fire *
360 Dash Attack
360 Dash Attack
Billy EX Special
* Psuedo-Crouching
One final last piece of advice: Billy’s kit can be buggy, but this can work in your favour.
Billy has different animations for his Standing Fire and Crouching Fire. This would imply that he should not be able to get the Crouching state buff when using Standing shots.
As it turns out, that’s… technically not true.
After using an Ultimate, Billy is forced into using his Standing Fire Basics; he is no longer visually Crouching, but if you are Crouching before an Ultimate, the game will treat Billy as still Crouching. As long as he keeps attacking, the rules required to exit the Crouching state are not broken.
As long as you Crouch before Ultimate, everything afterward will have the Crouching state buff. Even though Billy is visually Standing, he is actually Crouching.
This means Billy can use his Standing Shot into 360 Dash Attack while in the Crouching state, and this is his true strongest DPS option. Standing Shot, the move right before Standing Fire, auto-targets enemies, has more DMG and hits more consistently than Rolling Shots. This unique state lasts as long as Billy does not use a Rolling Shot.
So, the end of an Ultimate Combo can look like this:
(while Crouching) Billy Ultimate
Standing Shot
360 Dash Attack
Standing Shot
Billy EX Special
360 Dash Attack
Standing Shot
Best Build
Big thanks to YojimboBlade for helping us with Billy’s review and guide.
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.
116.43%
Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.
108.16%
The equipper's DMG ignores 20/22/24/26/28% of the target's Physical RES. When the equipper activates an Ether Veil, the equipper's DMG increases by 25/28.7/32.5/36.2/40% and CRIT DMG increases by 25/28.7/32.5/36.2/40% for 40s. Repeated triggers reset the duration.
103.20%
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.
101.70%
Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.
100.22%
Increases Physical DMG by 20/25/30/35/40%. The equipper's DMG increases by 25/31.5/38/44/50% when attacking the enemy from behind.
100%
Increases the equipper's Physical DMG by 36/41/46.5/52/57.5% for 8s upon hitting an enemy at least 6 meters away with a Basic Attack or Dash Attack.
91.14%
Launching a Dodge Counter or Quick Assist increases the equipper's ATK by 12/13.8/15.6/17.4/19.2% for 12s.
85.27%
Whenever a squad member launches a Chain Attack, the equipper gains a Charge stack, stacking up to 3 times. Upon activating their own Ultimate, the equipper consumes all Charge stacks, and each stack increases the skill's DMG by 15/17.2/19.5/21.7/24%.
85.15%
Increases ATK by 7.5/8.6/9.7/10.8/12%. Attacks that land a CRIT on an enemy will inflict an additional 200% of ATK as DMG. This effect can only be triggered once every 8/7.5/7/6.5/6s.
83.47%
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%.
101.96%
Woodpecker’s Combat Attack buff is strong and it’s not too difficult to maintain at least a 2 stack uptime. Crouching Fire and Rolling Shot are both Basic Attacks, not to mention the constant Dodge Counters that get used from his M2 Rolling Shots all contribute to keeping the set’s buff active. When in stun, the Dodge Counter stack does drop, but this is then replaced by an EX Special’s, and if well managed, much of his burst can benefit 3 stacks if you get the stack for Dodge Counter right before. During longer stun durations, this may decline in value as you start to lose stacks.
Best combined with your choice of 2-PC Set:
Branch & Blade Song
Hormone Punk
Astral Voice
Puffer Electro
101.08%
Although Shadow Harmony is not Billy’s best set, it is by far the most consistent. As he’s continuously looping 360 Dash Attacks and gets much of his damage from it, this is not only great for his total output, it also makes it especially easy to sustain max buff stacks. The CRIT Rate gains are especially appreciated when it comes to building him, and the effective permanent uptime means it needs no real management.
Best combined with your choice of 2-PC Set:
Woodpecker Electro
Branch & Blade Song
Puffer Electro
98.52%
Puffer Electro is a decent option. The DMG % bonus that it provides to Ultimates isn’t particularly attractive, as between Billy’s Additional Ability and his Crouching state, he’s already got it in spades. The Combat ATK gains however are very much appreciated, and with Agents like Dialyn enabling Ultimate use every stun, this has the potential to do better than listed here.
Best combined with your choice of 2-PC Set:
Woodpecker Electro
Branch & Blade Song
Hormone Punk
Astral Voice
Substats: CRIT RATE = CRIT DMG > ATK% > PEN = ATK
ATK: 2400-2800+
HP: 9000+
DEF: 800+
CRIT RATE: 70-80%
CRIT DMG: 140-160%+
Chain Attack
Special Attack
Dodge
Basic Attack
Assist
Teams & Synergy
Below we list only the most important synergies for Billy. The character can work with others if you know what to do and how to use them.
This section lists most popular teams featuring Billy in the current phase of Shiyu Defense.
There are no teams featuring Billy who have cleared Shiyu Defense in the current cycle.
This section lists most popular teams featuring Billy in the current phase of Deadly Assault.
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.
Important!
Rotation time: 13.25s for Consistent.
Here are the rotations used in the calculations.
It's imperative that before executing Billy's EX Special or Ultimate you first enter the Crouching Fire state to gain the massive damage boost from his Core Passive, without it Billy loses much of his potential damage. Billy is capable of dealing a large amount of his total damage potential in a very short period of time, the rotation listed below can be shortened to end right after his ultimate if higher DPS is desired and other characters can make use of the remaining enemy stun timer.
Burst rotation (During Stun)
- Chain Attack: Starlight Mirage
- Quick Assist: Power of Teamwork
- Basic Attack: Full Firepower (Standing Bullets)
- Basic Attack: Full Firepower (Crouching Fire)
- EX Special Attack: Clearance Time (During Crouching)
- EX Special Attack: Clearance Time (During Crouching)
- Ultimate: Starlight Sparkle (During Crouching)
- Basic Attack: Full Firepower (Standing Fire)
- Basic Attack: Full Firepower (Standing Bullets)
- Basic Attack: Full Firepower (Crouching Fire)
- Basic Attack: Full Firepower (Crouching Bullets)
- Basic Attack: Full Firepower (Finishing Shot)
And here are the W-Engines and Disk Drives used in the calculations.
Increases the equipper's Physical DMG by 36/41/46.5/52/57.5% for 8s upon hitting an enemy at least 6 meters away with a Basic Attack or Dash Attack.
Substats: ATK (18%), CRIT Rate (33.6%), CRIT DMG (67.2%)
Mindscape 1 gives more Energy from using Dash Attacks and Dodge Counters. As Billy uses them often, it’s triggering almost on cooldown, so it’s a big help at giving him more resources.
Mindscape 2 buffs the DMG from Dodge Counters and allows his Rolling Shot to trigger a Dodge Counter automatically, with very lenient timing. This is his most important Mindscape for players who struggle avoiding enemy attacks, and it lets you do some really cool things. Refer to the “Review” section for more on this!
Mindscape 4 is a CRIT Rate buff to his EX Specials, but it is conditional on how close Billy is to enemies. The closer he is, the higher the buff. It’s often best to be close to enemies to avoid dealing with damage fall-off mechanics, but being point-blank is key to getting the most out of this Mindscape.
Mindscape 6 is an overall DMG buff that Billy can max out very easily, as long as he does not get knocked back by enemies. As he needs to be launched, even getting hit here and there won’t reset its bonus, making it have near permanent uptime.
Shiyu Defense / Deadly Assault
This section contains information about Billy performance in the latest Shiyu Defense and Deadly Assault cycles (2.7.2). The page will be automatically updated every patch once enough data is gathered.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!
Shiyu Defense Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Deadly Assault by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Billy in the current phase of Shiyu Defense.
This section lists the characters that were most commonly paired with Billy in the current phase of Deadly Assault.
Mindscapes data comes from players who used Billy in the current SD cycle (15) or in the current DA cycle (47).
SD
DA
0%
0Mindscape 0
0%
00%
00%
00%
00%
0100%
29496W-Engines usage data comes from players who used Billy in the current SD cycle (15) or in the current DA cycle (47).
SD
DA
21.76%
0Increases the equipper's Physical DMG by 36/41/46.5/52/57.5% for 8s upon hitting an enemy at least 6 meters away with a Basic Attack or Dash Attack.
17.17%
30050Increases Physical DMG by 20/25/30/35/40%. The equipper's DMG increases by 25/31.5/38/44/50% when attacking the enemy from behind.
16.68%
31015The equipper's DMG ignores 20/22/24/26/28% of the target's Physical RES. When the equipper activates an Ether Veil, the equipper's DMG increases by 25/28.7/32.5/36.2/40% and CRIT DMG increases by 25/28.7/32.5/36.2/40% for 40s. Repeated triggers reset the duration.
10.21%
26550CRIT 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%.
9.18%
0Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.
6.81%
29794While off-field, Energy Regen increases by 0.45/0.52/0.58/0.65/0.72 per second. When an EX Special Attack hits an enemy, the equipper's Physical DMG increases by 3/3.5/4/4.4/4.8%, stacking up to 15 times and lasting 1s. Retriggering refreshes duration.
Disk Drives usage data comes from players who used Billy in the current SD cycle (15) or in the current DA cycle (47).
SD
DA
28.91%
2807214.45%
011.4%
268086.46%
04.94%
262923.41%
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