Lighter Guide and Best Builds for Zenless Zone Zero (ZZZ)
Introduction - Lighter
Lighter is an S-Rank Fire Stun Agent in Zenless Zone Zero. He is the first limited male five-star Agent. Lighter is the Champion of the Sons Of Calydon Faction. Other members include: Caesar King Burnice White, Lucy, and Piper Wheel.
Is anyone up for challenging the undefeated Champion?
You may not have the skill to defeat me, but could you not bleed so much?
I know, fainting at the sight of blood isn't very impressive for The Champion.
Or is this your way of bringing us both down?
How to Pull Lighter
Lighter is expected to be available as a limited-time S-Rank Agent on the Exclusive Channel in Phase Two of Version 1.3. This page will be updated when more official information is announced!
Skills, Mindscape, and Promotions
Skills, Mindscapes, and Promotions
Skill | Description |
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Basic Attack: L-Form Thundering Fist | Press or Hold to activate: Perform up to five forward strikes, dealing Physical DMG and Fire DMG. During the 3rd hit of the Basic Attack, drag the stick/joystick, and repeatedly press or hold to unleash a series of melee follow-up attacks. Damage taken during the skill is reduced by 40%. Release the stick/joystick to follow up with the 4th hit of the . While performing the 5th hit of the , Lighter can keep the attack button pressed to unleash a Finishing Move, dealing massive Fire DMG. During the Finishing Move, Lighter is invulnerable. When the is released or when the skill duration ends, Lighter will unleash a follow-up attack, dealing massive Fire DMG. During the 5th hit of the Basic Attack, Lighter takes 40% less DMG. When Morale Burst is active, the 5th hit of the Basic Attack will also trigger Morale Burst and increase the damage dealt by Lighter. The damage increase is equal to the damage reduction effect of Morale Burst. |
Skill | Description |
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Dodge: Shadowed Slide | Press to activate: A quick dash dodge. Character is invulnerable while using this skill. Press while the character is attacking to activate: Perform a quick sidestep dodge in the direction of the stick/Joystick. This skill will not interrupt the combo count for Basic Attacks. Character is invulnerable while using this skill. |
Dash Attack: Charging Slam | Press during a Dodge to activate: Rapidly strikes enemies in front, dealing Physical DMG. |
Dodge Counter: Blazing Flash | Press during a Perfect Dodge to activate: Strike enemies in front, dealing Fire DMG. Character is invulnerable while using this skill. After using the skill, press or hold to follow up with the 5th hit of the Basic Attack. |
Skill | Description |
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Quick Assist: Blazing Flash - Guard | When the on-field character is launched, press to activate: Strike enemies in front, dealing Fire DMG. Character is invulnerable while using this skill. After using the skill, press or hold to follow up with the 5th hit of the Basic Attack. |
Defensive Assist: Swift Break | When the character on field is about to be attacked, press to activate: Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill. |
Assist Follow-Up: Charging Slam - Stab | Press after a Defensive Assist to activate: Strike enemies in front, dealing Fire DMG. Character is invulnerable while using this skill. After using the skill, press or hold to follow up with the 5th hit of the Basic Attack. |
Skill | Description |
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Special Attack: V-Form Sunrise Uppercut | Press to activate: Strikes enemies in front with an uppercut, dealing Fire DMG. Anti-Interrupt level is increased while using this skill. Press during a sidestep dodge to activate: Strike forward with a series of punches, dealing Fire DMG. This skill will not interrupt the combo count for Basic Attacks. Anti-Interrupt level is increased while using this skill. |
Special Attack: V-Form Sunrise Uppercut - Full Distance |
With enough Energy, press to activate: Strikes enemies in front with a powerful uppercut, leaping into the air and dealing massive Fire DMG. Press again during this skill to spend additional Energy to perform a powerful follow-up attack, dealing massive Fire DMG. Character is invulnerable while using this skill. After using this skill, press or hold to follow up with the 4th hit of the Basic Attack. With enough Energy, press during the sidestep dodge to activate: Strike forward with a powerful combo punch, dealing massive Fire DMG. This skill will not interrupt the combo count for Basic Attacks. Character is invulnerable while using this skill. After using this skill, press or hold to immediately follow up with the 5th hit of the Basic Attack. |
Skill | Description |
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Chain Attack: V-Form Scorching Sun | When a Chain Attack is triggered, select the character to Activate: Unleashes a powerful strike at enemies in front in a small area, dealing massive Fire DMG. The character is invulnerable during this skill. |
Ultimate: W-Form Crowned Inferno | When Decibel Rating is at Maximum, press to activate: Unleashes a powerful strike in a large area around, dealing massive Fire DMG. Character is invulnerable while using this skill. |
Skill | Description |
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Core Passive: Accelerant | Lighter automatically gains Morale over time, at a rate of 2.9 points per second. For each point of Energy consumed by any squad member, Lighter recovers an additional 0.26 Morale, up to a maximum of 100. When Morale reaches 80, the next time Lighter switches into battle he immediately launches a Quick Assist. Once Morale exceeds 80, executing the 5th hit of his puts Lighter in the Morale Burst state, enhancing the power of the startup light punch, jab combo, and the Finishing Move of the 5th hit of his Basic Attack. When a skill hits an enemy with its power increased, it will continuously consume Morale. With every 10 points of Morale consumed, Lighter's Impact increases by 1%, up to a maximum increase of 10%, and lasting 6s. In the Morale Burst state, Lighter will no longer automatically gain Morale over time. If his Morale is exhausted during a startup light punch or jab combo, he will automatically follow up with a more powerful Finishing Move. In the Morale Burst state, when startup light punches or jab combos hit enemies, the target's Ice RES and Fire RES are reduced by 15%, lasting 30s. In the Morale Burst state, when the Finishing Move hits an enemy, it applies the Collapse effect on the target, extending its Stunned duration by 3s. The Collapse effect can trigger only once on the same target before they recover from Stun. When the Finishing Move of the 5th hit of his Basic Attack hits an enemy, when he switches off field, or when his Morale runs out, Lighter will leave the Morale Burst state, keeping any unspent Morale. |
Additional Ability: Fighting Spirit | When another character in your squad is an Attack character or shares the same Faction: When Morale is at Max, Lighter's Basic Attack (including Special Attack and Chain Attack) that hits an enemy will generate a stack of Elation for all squad members. Elation increases the Agent's Ice DMG and Fire DMG by 0.96%. When Morale is at Max, Lighter's Basic Attack (including Special Attack and Chain Attack) that hits an enemy will generate a stack of Soldier's Resolve for all squad members. Soldier's Resolve increases the Agent's Ice DMG and Fire DMG by 60%. Soldier's Resolve stacks up to 5 times. Elation stacks up to 5 times. When another character in your squad is an Attack character or shares the same Faction: When Morale is at Max, Lighter's Basic Attack (including Special Attack and Chain Attack) that hits an enemy will generate a stack of Elation for all squad members. Elation increases the Agent's Ice DMG and Fire DMG by 0.96%. When Morale is at Max, Lighter's Basic Attack (including Special Attack and Chain Attack) that hits an enemy will generate a stack of Soldier's Resolve for all squad members. Soldier's Resolve increases the Agent's Ice DMG and Fire DMG by 60%. Soldier's Resolve stacks up to 5 times. Elation stacks up to 5 times. |
Lighter's Best Mindscapes
More information will be added soon about Lighter's best Mindscapes.
# | Mindscape | Description |
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M1 | The Champion | Among the debuffs imposed by Core Passive: Accelerant, the Collapse effect's duration increases by 5s, while further reducing Ice RES and Fire RES by 10%. The more powerful Finishing Move that follows when Lighter's Morale is completely exhausted during a light punch or jab combo deals 30% increased DMG. |
M2 | Red Scarf | When Collapse is triggered by Core Passive: Accelerant on enemies, the target's Stun DMG Multiplier increases by 25%. The increase to Ice and Fire DMG provided by Elation from the Additional Ability also increases by 125% of the original. |
M3 | Mercenary Leader | Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2. |
M4 | Sunglasses | When Lighter is off-field, the Energy Regen for the on-field character is increased by 10%. Upon entering the Morale Burst state, Lighter restores 4 Energy for off-field characters. This effect can trigger once every 18s. |
M5 | Decision Maker | Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2. |
M6 | Survivor | Lighter's Morale can be increased to a max of 200 points. When Lighter's Morale is greater than 150, Basic Attacks and Dodge Counters will trigger the Fire Up effect, dealing 240 % of Lighter's ATK as Fire DMG on hit. This effect can trigger once every 8s. When Lighter's Morale is greater than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Flaming Strike effect, dealing 4 % of Lighter's ATK as Fire DMG. The Flaming Strike effect can trigger once every 480s. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also trigger the Flaming Strike effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also trigger the Fire Up effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Flaming Strike effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Fire Up effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Flaming Strike effect. Lighter's Morale can be increased to a max of 200 points. When Lighter's Morale is greater than 150, Basic Attacks and Dodge Counters will trigger the Fire Up effect, dealing 240% of Lighter's ATK as Fire DMG on hit. This effect can trigger once every 8s. When Lighter's Morale is greater than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Flaming Strike effect, dealing 4% of Lighter's ATK as Fire DMG. The Flaming Strike effect can trigger once every 480s. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also trigger the Flaming Strike effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also trigger the Fire Up effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Flaming Strike effect. When Lighter's Morale is lower than 150, Basic Attacks and Dodge Counters will also consume a certain amount of Morale and trigger the Fire Up effect. |
How to Play Lighter
Lighter is a Stun Agent, making his primary role to apply Daze and Stun enemies. He also has a specific mechanic called Morale. He can build up Morale when off-field or on-field, and once his Morale is high enough he will enter an enhanced state.
Lighter's Moral is one of the most important aspect of his kit, and this is what makes him a very efficient Stun agent. You can build Morale over time, whether by launching attacks yourself with Lighter, or when teammates consume energy and Lighter is off-field.
Once your Morale is high enough, Lighter automatically enters his burst state. During this state, the fifth of his Basic Attack will trigger multiple punches. These punches will consume Morale, lower Fire and Ice Resistance on enemies, Stun them for longer, and boost his Impact.
When the Moral is high enough, he will also launch a Punch Flurry when the Quick Assist is used. This lets him Stun enemies way faster, allowing your main DPS to be switched in right after and hammer down the enemies faster.
This means Lighter's skill priority will be his Basic Attack for a maximum damage output.
Lighter is also the first Agent to reduce both Fire and Ice Resistance on enemies, making him potentially a key agent for Ice and Fire teams. He may be a direct upgrade for both Koleda Belobog and Von Lycaon, especially since his additional ability will also increases the squad members' Ice DMG and Fire DMG by 0.96% when an attack agent or Sons of Calydon member is present, his Moral is at max and a Basic Attack hits an enemy.
Character Build
BiS W-Engine | Blazing Laurel |
Alternative W-Engines |
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Best Drive Discs | 4 Piece:
2 Piece:
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Main Stats |
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Substat Priority |
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Skill Priority |
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Lighter's best W-Engine is his Blazing Laurel signature S-Rank W-Engine. It is the Best-in-Slot option for Lighter since it will increase his Impact and for every hit with a Basic Attack the weapon will apply Wilt to the enemy. For every stack of Wilt, it will further increase the CRIT DMG for Ice and Fire DMG dealt by squad members.
Other W-Engines that can be useful to Lighter are The Restrained and Hellfire Gears which are both very good Stun w-engines.
If you are free to play, you can go for Stun W-Engines that increase Impact, such as Six Shooter, Precious Fossilized Core, or a B-Rank [Vortex] Arrow if really have no other W-Engines.
Lighter's best Disc Drive is Shockstar Disco. It is the most useful option for him as it increases his impact, and the 4 piece allows his Basic Attack, Dash Attack, and Dodge Counters to inflict more Daze.
Swing Jazz is the best 2-piece option for Lighter as it gives him more Energy Regen. However, if you have good Inferno Metal Pieces, you can use them for the Fire DMG increase.
Bangboo Information
Red Moccus is the best Bangboo for Lighter if you play him with other Sons of Calydon members.
If you play Lighter with other teammates, the Bangboo chosen will depend on your squad.
The new Knightboo can be a good support option if there is at least one support agent in your squad.
If you are looking for more support type Bangboo, Exploreboo or Avocaboo are viable options, as they provide small buffs or healing to the team.
Team Comps and Synergy
Lighter's mechanics are quite new, especially his ability to buff both ice and Fire agents, so the following teams are still theoretical and can change by the release of the Agent!
For now it is unknown whether Lighter could fulfil the role of an On-field DPS, but if it turns out he can, this would open more team possibilities in the near future. We will of course update this section as soon as the agent can be tested in game.
DPS | Stun | Support | Bangboo |
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Soldier 11 | Lighter | Lucy | Rocketboo |
Soldier 11 is a very powerful DPS, and using Lucy together with Lighter will provide Soldier 11 with an incredible buff, while having Lighter massive stun enemies, allowing Soldier 11 to deal more damage.
DPS | Support | Stun | Bangboo |
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Ellen Joe | Soukaku | Lighter | Red Moccus |
Ellen can also benefit from Lighter as he will also buff Ice agents. He may be a better version than Von Lycaon for Ellen. Both Soukaku and Lighter will incredibly buff Ellen's Ice Damage, and Lighter will additionally lower enemy's Ice RES as well, allowing Ellen to deal even more damage.
Changelog
- 12 Nov. 2024: Lighter build updated.
- 25 Oct. 2024: Skills added.
- 24 Sep. 2024: Page added.
Jay is a long time Hoyoverse player in both Genshin and Honkai Star Rail, enjoying the exploration, lore, challenges, and theorycrafting for his favorite characters. Next to creating guides, he is also an avid fan of editing videos, and you can watch him stream on Twitch
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