
Lighter
SBest Lighter Build Guide
Written by Phạm Ngọc Bảo Châu ·
Playstyle Overview
Lighter is a Fire Stun Agent from the Sons of Calydon who specializes in buffing Fire and Ice DPS units. His Core Passive Accelerant builds Morale; the 5th hit of his Basic Attack puts him into Morale Burst, where his punch combo lowers enemy Ice and Fire RES by 15% and his finisher extends the Stun duration by 3s.
His Additional Ability (needs an Attack teammate or a faction mate) gives the whole team stacking Ice and Fire DMG, capped at 75%, making him a natural fit for Evelyn, Miyabi, Ellen or Hugo. His combo is front-loaded, so he needs little field time and is simple to play. On the downside, his Daze comes in bursts, leaving occasional gaps, and you need about 270 combat Impact to max his buff.
Best W-Engines
S1ATK 713 · Impact 18%
Flowing Flame ›
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25% for 8s. When the equipper launches and hits an enemy with a Basic Attack, apply Wilt to the target for 30s, stacking up to 20 times, repeated triggers reset the duration. When any squad member hits an enemy, for every stack of Wilt applied to the target, the CRIT DMG of the Ice DMG and Fire DMG dealt by that attack increases by 1.5%. Only one of this effect can be active at a time in the same squad.
*Stats shown are at Base level.
S1ATK 713 · Impact 18%
Ringing Melody ›
When a Basic Attack hits an enemy, gain 1 stack of Tea-riffic. Each stack of Tea-riffic increases the user’s Impact by 0.7%, stacking up to 30 times, and lasting for 8s. The duration of each stack is calculated separately. Upon acquiring Tea-riffic, if the equipper possesses stacks of Tea-riffic greater than or equal to 15, all squad members’ DMG is increased by 20% for 10s.
Passive effects of the same name do not stack.
*Stats shown are at Base level.
S1ATK 684 · Impact 18%
Passionate Construction ›
While off-field, the equipper's Energy Regen increases by 0.6/s.
When using an EX Special Attack, the equipper's Impact is increased by 10% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
*Stats shown are at Base level.
S5ATK 594 · Impact 15%
Behemoth Hunter ›
When the target's HP is no lower than 50%, the equipper inflicts 10% more Daze to the target. When the target's HP is no lower than 75%, this bonus is further increased by 10%.
*Stats are shown at base level
S1ATK 684 · Impact 18%
Binding Chains ›
When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6% for 8s, stacking up to 5 times. This effect can trigger at most once during each skill. The duration of each stack is calculated separately.
*Stats shown are at Base level.
S5ATK 594 · Energy Regen 50%
Thick Broth ›
For every 10 Energy accumulated, the equipper's Impact increases by 2%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.
*Stats shown are at Base level.
Best Drive Discs
4-pc ›
Increases Daze of attacks by 6%
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.
2-pc ›
Impact +6%
4-pc ›
Increases Daze of attacks by 6%
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.
2-pc ›
Energy Regen increases +20%
4-pc ›
ATK +10%
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.
2-pc ›
Increases Daze of attacks by 6%
Best Main Stats
- Disc 4CRIT Rate / CRIT DMG
- Disc 5ATK% / Fire DMG / PEN Ratio
- Disc 6Impact
Best Sub Stats
- 1CRIT Rate
- 2CRIT DMG
- 3ATK%
- 4PEN
- 5Flat ATK
Endgame Stats
- Impact
- 170 – 195+
- CRIT Rate
- 50%+ (needed for King of the Summit)
- CRIT DMG
- 100 – 120%+ (optional)
- ATK
- 1700 – 2000+ (optional)
- HP
- 10500+
- DEF
- 800+
Impact drives both his Daze and his buff strength: every point above 170 strengthens each Ice/Fire DMG stack, and he needs about 270 combat Impact to reach the 75% cap, which is hard without an S-Rank W-Engine. Keep CRIT Rate at 50%+ for King of the Summit; ATK and CRIT DMG are just a bonus.
Skill Priority
Core Skill- ›
Basic Attack - ›
Special Attack - ›
Chain Attack - ›
Assist - ›
Dodge
Level his Core Skill first to raise the Impact he gains from spending Morale. Basic Attack (his Morale Burst punch combo) and Special Attack provide most of his Daze, followed by Chain Attack/Ultimate. Assist is also worth leveling since he usually enters via Quick Assist; Dodge comes last.
Best Teams for Lighter
Most Used Teams Right Now
Ice Teams
Anomaly Team
Best Bangboo for Lighter
Pick your Bangboo by team: Snap with Evelyn and Astra Yao (two Stars of Lyra members), or Cryboo and Rocketboo. The Ice team with Soukaku and Ellen uses Sharkboo, or Penguinboo and Knightboo; the Hugo team uses Robin (needs a Mockingbird member). The Anomaly team with Lucy and Miyabi uses Rocketboo, or Cryboo, Magnetiboo, Baddieboo and Red Moccus (two Sons of Calydon members).
In the F2P team, Sumoboo adds Daze when a Stunner is present; Booressure and Knightboo also work.
Skills
Basic Attack: L-Form Thundering Fist
Press or hold Basic to activate:
Perform up to five forward strikes, dealing Physical DMG and Fire DMG.
During the 3rd hit of the Basic Attack, drag the Move, and repeatedly press or hold Basic to unleash a series of melee follow-up attacks. Release the Move 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 Move and repeatedly press or hold Basic to keep alternating between the light punch and 4th hit of the Basic Attack. Release the Move to follow up with the subsequent jab combo.
Continue repeatedly pressing or holding Basic to extend the duration of the jab combo.
When you stop pressing or holding Basic, 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: Shadowed Slide
Press Dodge to activate:
A quick dash dodge.
Character is invulnerable while using this skill.
Press Dodge while the character is attacking to activate:
Perform a quick shuffle dodge in the direction of the Move.
This skill will not interrupt the combo count for Basic Attacks.
Character is invulnerable while using this skill.
Dash Attack: Charging Slam
Press Basic during a dodge to activate:
Rapidly strikes enemies in front, dealing Physical DMG.
Dodge Counter: Blazing Flash
Press Basic 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 Basic to immediately follow up with the 5th hit of the Basic Attack.
Quick Assist: Blazing Flash - Guard
When the on-field character is launched, press Switch to activate:
Strike enemies in front, dealing Fire DMG.
Character is invulnerable while using this skill.
After using the skill, press or hold Basic 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 Switch to activate:
Parries the enemy's attack, dealing massive Daze.
Character is invulnerable while using this skill.
Assist Follow-Up: Charging Slam - Stab
Press Basic 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 Basic to immediately follow up with the 5th hit of the Basic Attack.
Special Attack: V-Form Sunrise Uppercut
Press Special to activate:
Strikes enemies in front with an uppercut, dealing Fire DMG.
Anti-Interrupt level is increased while using this skill.
Press Special 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 EX to activate:
Leaps into the air with a powerful uppercut, striking enemies in front and dealing massive Fire DMG.
Press EX 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 Basic to follow up with the 4th hit of the Basic Attack.
With enough Energy, press EX 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 Basic to immediately follow up with the 5th hit of the Basic 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 Ultimate to activate:
Unleashes a powerful strike in a large area around, dealing massive Fire DMG.
Character is invulnerable while using this 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
Which Mindscapes Are Worth It?
M2 is the best stopping point if you invest further: a higher Stun DMG Multiplier and a 20% stronger Ice/Fire DMG buff. M1 and M6 are both great, while M4 is only good. M3 and M5 only add skill levels and are not counted.
- M1His finisher extends Stun by 5s instead of 3, enemies lose another 10% Ice and Fire RES, and his enhanced finisher on Morale depletion deals 30% more DMG: longer burst windows for your DPS.
- M2Enemies hit by his Stun-extending effect take a 25% higher Stun DMG Multiplier, and his Additional Ability's Ice/Fire DMG buff becomes 120% as strong: the biggest team-wide gain.
- M4While off-field, Lighter raises the active character's Energy Regen by 10%, and he restores 4 Energy to off-field teammates when entering Morale Burst.
- M6Morale recovers twice as fast, and his heavy hits deal extra Fire DMG starting at 250% ATK, scaling strongly with Impact above 170, enough to make him a real damage source.
M1The ChampionRecommended
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."
M2Red ScarfRecommended
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?"
M3Mercenary Leader
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2.
"I'm probably the last person anyone should pick as their leader."
M4SunglassesRecommended
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."
M5Decision Maker
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."
M6SurvivorRecommended
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.
Base Stats
Stats at Lv.60
- HP
- 8253
- ATK
- 722
- DEF
- 612
Stats by level
Profile
- Faction
- Sons of Calydon
- Gender
- Male
- Height
- 185 cm
- Birthday
- Dec 27
- Release version
- 1.3
- Signature W-Engine
- Blazing Laurel
- Voice actors (English)
- Aleks Le
- Voice actors (Chinese)
- 张沛 (Zhang Pei)
- Voice actors (Japanese)
- 高橋広樹 (Takahashi Hiroki)
- Voice actors (Korean)
- 정의한 (Jeong Eui-Han)
"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?"
Story
Agent Profile: Lighter
Lighter, the Champion of the Sons of Calydon and an ex-mercenary.
In the Outer Ring, the Champion of a team refers to the one responsible for dealing with the opponent's strongest fighter in a gang fight, and they often need to participate in one-on-one duels. Their victory is crucial, as it brings glory and morale to the entire team.
"The Champion can perish, but cannot lose."
A red scarf is what identifies the Champion of the Sons of Calydon.
Even if the opponent doesn't know Lighter, they'll know who he is just from seeing that red scarf.
From what is currently known, Lighter is actually very low profile. He only steals the spotlight on the battlefield when he acts on his obligations as Champion.
Note: Lighter is the second Red Scarf of the Sons of Calydon. He teasingly refers to the previous Red Scarf as "Brother" or "predecessor."
Increase Trust to Close to unlock more
Lighter was once the leader of a mercenary troupe.
After a certain accident, Lighter disbanded his group of mercenaries and ended up in serious debt. Lighter chose to fight in an underground arena to pay back what he owed.
Later, Lighter was discovered by Big Daddy, who paid a huge sum to hire him to join the Sons of Calydon and take Billy's previous position.
Cooperation Notes:
Belle
Didn't Lighter say that he'd faint at the sight of blood? And that's why he always keeps his shades on?
Can someone who faints at the sight of blood really be a Champion? And even fight underground boxing matches...?
Wise
This feels like a poorly crafted excuse...
Knock Knock - Impressions of Lighter:
- So... how many people has Lighter defeated?
- His shades make him look cool, but also bring trouble.
Ghi Chú Hợp Tác - Belle
Lúc trước có phải Lighter từng nói mình sợi máu? Và cứ đeo kính râm suốt cũng là vì sợ
máu...
Người sợ máu sao có thể làm Quán Quân Thường Thắng sao? Và còn chuyện anh ấy tham gia
đấu trường ngầm...
Ghi Chú Hợp Tác - Wise
Cứ thầy đây là một cái cớ hết sức qua loa...
Official Videos
▶Lighter EP - "Fearless" | Zenless Zone Zero
▶Lighter Character Demo - "TKO" | Zenless Zone Zero
▶Agent Combat Intel: Lighter | Zenless Zone Zero
▶Agent Record | Lighter
▶Exclusive Channel "Champion of Embers" Now Open
▶For Display Only | Lighter
▶Featured Audition | Lighter
▶Plastic-Wrapped Journal | Champion's Sunglasses
▶Zenless Zone Zero Version 1.3 "Virtual Revenge" Special Program



























