Alice is unusual as Quick goes in that she can loop 1/3/x nodes CE-less, provided she has Mana Loading. For this setup, you run Oberon/Alice/Summer Skadi/Summer Skadi. On turn 1, you use Oberon’s 20% charge, Alice’s second and third skills, and all three skills from the first Summer Skadi. You then plug the first Summer Skadi for the second, having her use her damage buffs (though not her battery). Alice NPs, and then on the next turn you use Alice’s first skill and the other Skadi’s 50% battery. On the second turn, Alice refunds a bit over 10% per enemy (enough so that her refund is still sufficient versus Assassins), so against 3 enemies she refunds 30%. Her third skill comes off cooldown, so you can reuse it, along with Oberon’s 50% battery, to secure the loop. A level 90, with class score buffs and an MLB Black Grail, NP2 Alice even breaks a million damage against Man-attribute Assassins, making her 90++ viable for a small subset of nodes at a reasonable level of investment. She also gets nearly a million against out-of-niche Assassins when taken to NP5 and level 120. This isn’t top-end power—an NP2 Tez, for example, has more flexible loop specs and hits 90++ damage numbers against any Rider—but it’s good enough to say Alice is at least minimally viable against top-end content. Not every SSR gets that.
As a stall unit, Alice has a lot more options. In a very broad sense, you can look at her as a Van Gogh alternative who trades crit damage for an offensive NP. She does not have Van Gogh’s partywide defense buffs or her potential 100% battery, but she does have much more selfish bulk along with somewhat better card-based NP gain. With this in mind, Alice should work in similar setups as Van Gogh, biasing towards supports who increase NP damage over supports who buff cards.
Alice/Summer Skadi/Alice, for example, should be able to more or less alternate Alice NPs to keep enemies locked down, with the Alices doing fairly good damage with each NP. The Alices can also protect themselves in a pinch—though Summer Skadi will likely go down as soon as you have an unblocked AoE NP to contend with. Base Skadi, meanwhile, provides slightly weaker party buffs, but her NP can protect against an AoE NP in a pinch. Castoria is even better defensively, though she’ll result in lower overall damage output.
You can also run Alice with Van Gogh, likely in a Van Gogh/Alice/Van Gogh team. Alice appreciates the various buffs Van Gogh provides, and the Van Goghs benefit from Alice’s partywide NP gain buff. With three Servants spamming Terror, enemies should be locked down more or less constantly. This is likely to be weaker than a Van Gogh team backed by a proper support, but VG is self-sufficient enough that having a source of AoE damage may be worth more than the extra defense on occasion.
For a more conventional Quick setup, Alice pairs well with double Caster Skadi. Skadi accelerates Alice herself, and Alice’s NP leads to stuns, which extends your survival. You can toss in Caster Skadi NPs where available to protect against incidental damage, and the end result is a Quick team that’s highly likely to survive to a second buff cycle—or maybe even a third if you’re lucky. You have no healing and aren’t going to be able to prevent all incoming damage, so you’re still on something of a timer, but your survival will be much better than in a typical Quick team. The Skadis will also almost certainly die before Alice does, so you can safely put additional supports in your 4th and 5th slots—Summer Skadi, Castoria, and Reines are all good picks—to keep the team moving even once Servants start going down.
Alice is also self-sufficient enough to work well in lower-end teams. She benefits most from Quick supports who also increase NP gain, of which there are sadly not very many. Your best options for this are going to be Servants like Barti and Hans, who provide both damage and a bit of charge.
Alice has such good NP gain there’s little reason not to run her with a CE that pushes her NP damage as much as possible. The Black Grail is the go-to option for this, though for longer fights the demerit can start to be an issue, in which case Heaven’s Feel is a workable alternative. Holy Maiden of Winter is also an interesting option, especially if you have it maxed out, as its combination of NP damage and passive NP gain works well with Alice’s kit. There’s also the classic Imaginary Around, which provides less damage in practice due to falling into a fuller buff bracket, but which functionally increases Alice’s NP gain on her NP and her Quicks.
For all of her strengths, Alice has no in-kit crit buffs. This is a natural gap to fill with CCs—she should be critting with high consistency, thanks to her naturally strong star gen, so crit damage CCs are pretty much pure benefit.