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Zenless Zone Zero (ZZZ) Lighter Build

Lighter

Base Info

Element

FireFire

Role

StunStun

Rarity

S

Tier Rank

A Tier

Description

New Eridu Citizen Verification Profile: Lighter, possessing good Ether aptitude, is allowed to perform basic tasks like investigating and extracting resources in known Hollows within the city (including Companion Hollows). Note: There is a mental health counselling report among Lighter's records.

Lighter Build Info

Lighter Best Team

Evelyn
Evelyn
Lighter
Lighter
Astra
Astra
Miyabi
Miyabi
Lighter
Lighter
Lucy
Lucy
Soldier 11
Soldier 11
Lighter
Lighter
Caesar
Caesar

Lighter Best W-Engines

Blazing Laurel

Blazing Laurel

Ice-Jade Teapot

Ice-Jade Teapot

Hellfire Gears

Hellfire Gears

Precious Fossilized Core

Precious Fossilized Core

Lighter Best Disc

Best Gear Sets

Shockstar Disco
4
Shockstar Disco
Swing Jazz
2
Swing Jazz
Shockstar Disco
4
Shockstar Disco
Hormone Punk
2
Hormone Punk

Best Main Stats

Disk 4: CRIT DMG% / CRIT Rate%
Disk 5: ATK% /Fire DMG% / PEN Ratio%
Disk 6: ATK%

Best Sub Stats

CRIT RATE = CRIT DMG > ATK% > PEN = ATK

Skills

Basic Attack

Basic Attack

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 , and repeatedly press or hold to unleash a series of melee follow-up attacks. Release the to follow up with the 4th hit of the Basic Attack.

While performing the startup light punch in the 5th hit of the Basic Attack, drag the and repeatedly press or hold to keep alternating between the light punch and 4th hit of the Basic Attack. Release the to follow up with the subsequent jab combo.

Continue repeatedly pressing or holding to extend the duration of the jab combo.

When you stop pressing or holding , or when the combo reaches its maximum duration, launches a Finishing Move forward. Lighter is invulnerable during the Finishing Move.

During the 5th hit of the Basic Attack, Lighter takes 40% less DMG.

While in the Morale Burst state, Anti-Interrupt Level is increased during the 5th hit of his Basic Attack, and the DMG reduction effect is increased to 80%.

Dodge

Dodge

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 shuffle dodge in the direction of the .

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 immediately follow up with the 5th hit of the Basic Attack.

Assist

Assist

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 immediately follow up with the 5th hit of the Basic Attack.

Defensive Assist: Swift Break

When the on-field character 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 this skill, press or hold to immediately follow up with the 5th hit of the Basic Attack.

Special Attack

Special Attack

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 shuffle 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.

EX Special Attack: V-Form Sunrise Uppercut - Full Distance

With enough Energy, press to activate:

Leaps into the air with a powerful uppercut, striking enemies in front 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 shuffle dodge to activate:

Strike forward with a powerful punch combo, 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.

Chain Attack

Chain Attack

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.

Character is invulnerable while using 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.

Core Skill

Core Skill

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 is 80 or higher, executing the 5th hit of his Basic Attack 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.

*Stats shown are at Base level.

Additional Ability: Fighting Spirit

When another character in your squad is an Attack character or shares the same Faction:

While under the Morale Burst state, when the 5th hit of Lighter's Basic Attack hits an enemy, all squad members gain a stack of Elation, stacking up to 20 times and lasting 30s. Repeated triggers reset the duration. For each stack of Elation, an Agent's Ice DMG and Fire DMG increase by 1.25%.

When obtaining Elation, if Lighter's Impact exceeds 170, every additional 10 points of Impact will increase the buff effect provided by each stack of Elation by an extra 0.25%. When any squad member launches a Chain Attack, it will refresh the duration of all squad members' Elation. Elation can increase the Ice DMG and Fire DMG of Agents by a maximum of 75%.

Mindscape Cinema

The Champion

Among the debuffs imposed by Core Passive: Accelerant, the Collapse effect increases Stun duration 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 startup light punch or jab combo deals 30% increased DMG.

Among the debuffs imposed by Core Passive: Accelerant, the Collapse effect increases Stun duration 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 startup light punch or jab combo deals 30% increased DMG.

Victory for the champion is crucial. By facing off against the strongest fighter from the opposing side, he eliminates the threat to his leader — bringing an immense morale uplift to the team.

For him, only victory deserves recognition.

"The Champion cannot be defeated."

Red Scarf

When applying Collapse via Core Passive: Accelerant to enemies, the target's Stun DMG Multiplier increases by 25%. The increase to Ice DMG and Fire DMG provided by Elation from Additional Ability: Fighting Spirit increases to 120% of the original.

When applying Collapse via Core Passive: Accelerant to enemies, the target's Stun DMG Multiplier increases by 25%. The increase to Ice DMG and Fire DMG provided by Elation from Additional Ability: Fighting Spirit increases to 120% of the original.

As the "Red Scarf" of the Sons of Calydon, Lighter is quite famous in the Outer Ring, and not just because of his fists, but also due to... his unique way of speaking.

"I enjoy taking it easy... but you wouldn't manage without me, would you?"

Mercenary Leader

Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2.

Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2.

"I'm probably the last person anyone should pick as their leader."

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.

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.

"You're asking why I wear sunglasses? Uh... it's because I get queasy at the sight of blood, I guess."

Decision Maker

Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2.

Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2.

"Give me an order, and I'll carry it out. It's that simple."

Lighter adjusted his sunglasses with a carefree smile.

"Just don't put me in charge of making decisions."

Survivor

Lighter's Morale recovery efficiency is increased to 200% of its original value. When Lighter lands a heavy strike on enemies during a Basic Attack, Dodge Counter, Special Attack, EX Special Attack, Quick Assist, Assist Follow-Up, Chain Attack, or Ultimate, it will trigger the Blazing Impact effect, dealing 250% of ATK as Fire DMG. This effect can trigger once every 8s on each enemy. If Lighter's Impact exceeds 170 points, each additional point will further increase the multiplier of Blazing Impact by 5%, up to a maximum increase of 500%. The more powerful Finishing Move that follows when Lighter's Morale is completely exhausted during a light punch or jab combo will trigger an additional activation of Blazing Impact when hitting an enemy, ignoring the effect's cooldown.

Lighter's Morale recovery efficiency is increased to 200% of its original value. When Lighter lands a heavy strike on enemies during a Basic Attack, Dodge Counter, Special Attack, EX Special Attack, Quick Assist, Assist Follow-Up, Chain Attack, or Ultimate, it will trigger the Blazing Impact effect, dealing 250% of ATK as Fire DMG. This effect can trigger once every 8s on each enemy. If Lighter's Impact exceeds 170 points, each additional point will further increase the multiplier of Blazing Impact by 5%, up to a maximum increase of 500%. The more powerful Finishing Move that follows when Lighter's Morale is completely exhausted during a light punch or jab combo will trigger an additional activation of Blazing Impact when hitting an enemy, ignoring the effect's cooldown.

If given the chance to do it all over again, he would never opt to be the only survivor.

Unfortunately, fate is rarely a choice.