LighterBuild and Guide

Character
Introduction

Lighter is an
S Rank
rank character with the Fire attribute who belongs to the
Stun
Stun Specialty and who is part of the
Sons of Calydon
Sons of Calydon faction.

To learn more about Lighter check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Lighter has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review/pros & cons update

Patch 1.3

Last build/calcs update

Patch 1.3

Last teams/synergies update

Patch 1.3

Last profile update*

November 27th, 2024

*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.

To learn more about Lighter check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Shiyu Defense

Rotation & Teams

Calculations

Profile

Core skills
Core

Core Passive Accelerant

Lv. 1

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.

Impact 0

BASE ATK: 0

Core

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%.

Skills
Basic
Basic
Dodge
Dodge
Assist
Assist
Special
Special
qte
Chain
Core

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. Release the stick/joystick 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 stick/joystick and repeatedly press or hold to keep alternating between the light punch and 4th hit of the Basic Attack. Release the stick/joystick 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%.

Lv. 1
1st-Hit DMG Multiplier
39.20%
1st-Hit Daze Multiplier
19.60%
2nd-Hit DMG Multiplier
48.00%
2nd-Hit Daze Multiplier
32.90%
3rd-Hit DMG Multiplier
55.30%
3rd-Hit Daze Multiplier
46.70%
Follow-Up 1st-Hit DMG Multiplier
86.90%
Follow-Up 1st-Hit Daze Multiplier
60.50%
Follow-Up 2nd-Hit DMG Multiplier
47.70%
Follow-Up 2nd-Hit Daze Multiplier
33.20%
Follow-Up 3rd-Hit DMG Multiplier
58.10%
Follow-Up 3rd-Hit Daze Multiplier
40.40%
Follow-Up 4th-Hit DMG Multiplier
32.80%
Follow-Up 4th-Hit Daze Multiplier
22.80%
Follow-Up 5th-Hit DMG Multiplier
89.00%
Follow-Up 5th-Hit Daze Multiplier
61.90%
4th-Hit DMG Multiplier
78.90%
4th-Hit Daze Multiplier
76.10%
5th-Hit Startup DMG Multiplier
163.60%
5th-Hit Startup Daze Multiplier
129.50%
5th-Hit Combo DMG Multiplier
122.90%
5th-Hit Combo Daze Multiplier
81.30%
5th-Hit Finisher DMG Multiplier
104.60%
5th-Hit Finisher Daze Multiplier
79.50%
5th-Hit Startup (Morale Burst) DMG Multiplier
177.20%
5th-Hit Startup (Morale Burst) Daze Multiplier
136.30%
5th-Hit Combo (Morale Burst) DMG Multiplier
364.30%
5th-Hit Combo (Morale Burst) Daze Multiplier
85.50%
5th-Hit Finisher (Morale Burst) DMG Multiplier
119.70%
5th-Hit Finisher (Morale Burst) Daze Multiplier
92.10%
5th-Hit Powerful Finisher (Morale Burst) DMG Multiplier
435.40%
5th-Hit Powerful Finisher (Morale Burst) Daze Multiplier
132.40%
Core

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 stick/Joystick. This skill will not interrupt the combo count for Basic Attacks. Character is invulnerable while using this skill.
Core

Dash Attack: Charging Slam

Press during a dodge to activate: Rapidly strikes enemies in front, dealing Physical DMG.

Lv. 1
DMG Multiplier
89.90%
Daze Multiplier
45.00%
Core

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.

Lv. 1
DMG Multiplier
186.30%
Daze Multiplier
168.70%
Core

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.

Lv. 1
DMG Multiplier
36.30%
Daze Multiplier
36.30%
Core

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.

Lv. 1
DMG Multiplier
486.30%
Daze Multiplier
403.50%
Follow-Up DMG Multiplier
292.70%
Follow-Up Daze Multiplier
247.70%
Activation Energy Cost
40
Follow-Up Energy Cost
20
Core

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.

Lv. 1
DMG Multiplier
712.10%
Daze Multiplier
273.20%
Core

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.

Lv. 1
DMG Multiplier
1508.00%
Daze Multiplier
947.40%
Core

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.

Lv. 1
DMG Multiplier
69.70%
Daze Multiplier
69.70%
Core

Defensive Assist: Swift Break

When the character on field is about to be attacked, press to activate. Parries the enemy's attack, inflicting massive Daze. Character is invulnerable while using this skill.

Lv. 1
Light Defensive Daze Multiplier
271.30%
Heavy Defensive Daze Multiplier
342.80%
Chain Defensive Daze Multiplier
166.80%
Core

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.

Lv. 1
DMG Multiplier
219.80%
Daze Multiplier
182.30%
Mindscapes
M1

The Champion

Mindscape 1

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.
M2

Red Scarf

Mindscape 2

When applying Collapse by 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.
M3

Mercenary Leader

Mindscape 3

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M4

Sunglasses

Mindscape 4

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

Mindscape 5

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M6

Inhuman Blood

Mindscape 6

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.
Stats (Level 60)

Lighter Stats at level 60 (including Core passive bonuses).

Stat
HP
8253
Stat
DEF
612
Stat
ATK
797
Stat
CRIT Rate
5%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
137
Stat
Anomaly Mastery
91
Anomaly Proficiency
90
Stat
Energy Regen
1.2
Voice Actors
ENG
-
JPN
-
CN
-
KR
-
Gallery

Lighter images aren't available yet. They will be added soon!

Review

Pros & Cons
Pros

  • Incredible full team ICE and FIRE DMG% Boost.

  • Grants substantial ICE and FIRE RES% Shred.

  • Extends enemy Stun duration by 3 seconds, allowing for larger burst windows.

  • Has an incredibly front-loaded combo capable of taking up minimal field time if desired.

  • Simple and easy to play.

Cons

  • Daze application is much more concentrated than other characters, sometimes leading to downtime when Morale, Energy and Counter opportunities aren’t available.

  • Primarily synergizes with Fire and Ice units only, limiting the scope of his potential.

  • Loses supportive capabilities when unable to hit 270 Impact - something that isn’t easy to achieve without using 5-star W-Engines.

Review

Lighter is an S-Rank Melee Fire Stun Agent fulfilling the role of a low field time Daze character who also brings incredible supportive buffs for Ice and Fire teammates. Stun characters continue following a trend of picking up absurd supportive abilities and Lighter only takes this to the next level by sporting buffs that rival (and even exceed) many dedicated Support Agents - all the while fulfilling his role as a Stunner. Furthermore, he is the first Agent in the game capable of manipulating the duration enemies are Stunned for, allowing him to extend burst windows and doubling down on his supportive identity. It wouldn’t be entirely inaccurate to call Lighter a Stun and Support Hybrid, but his Daze output is top class thus pushing him more in that direction, to learn more let's dive in.

Lighter’s kit is wordy and confusing… but his playstyle is anything but that. In combat he has one mission: wait in the wings allowing his teammates to fight until his unique resource bar “Morale” is between 80-100% filled, swap in, execute a flurry of devastating attacks consuming said “Morale” and swap out. This combo takes minimal time, applies all of his buffs, debuffs and delivers a strong amount of Daze.

Lighter’s Core Passive: Accelerant is at the heart of his kit and is mandatory for his combo - as without it he would be dead in the water. Accelent allows him to gain up to 100 of his resource gauge “Morale” from two different sources.

  • The first being his Passive, which allows him to gain 2.9 “Morale” every second regardless of the fact if he is on the field or not.

  • The second source is reliant on your squad - for every 1 Energy your squadmates spend (Including Lighter himself) he’ll generate 0.26 “Morale”.

    • For example, you’ll gain 15.6 “Morale” when an ally or Lighter spends 60 Energy on their EX Special.

“Morale” isn’t usable until Lighter gains at least 80 of it, after which he gains access to a myriad of bonuses. The first of which is the ability to trigger a Quick Assist for one time the next time he switches in ignoring the usual rules of the Assist.

The second is the ability to enter the “Morale Burst State” upon executing the 5th portion of his Basic Attack. While in the “Morale Burst State” he cannot generate “Morale” through his Passive or from Energy consumption.

While in the “Morale Burst State” Lighter gains the following effects:

  • Lighter’s 5th Basic Attack is enhanced causing it to consume “Morale” rapidly.

  • For every 10 “Morale” consumed by Lighter, it grants him 2% Combat Impact for 6 seconds up to a maximum of 20%.

  • Any attack landed during the state applies a 15% ICE & FIRE RES Shred for 30 seconds.

  • Causes the final portion of his Basic Attack 5 to apply “Collapse” to any target hit. “Collapse” causes the next Stun the enemy suffers to be extended by an additional 3 seconds, “Collapse” cannot stack and is removed after the enemy recovers from Stun. 

After entering the “Morale Burst State” it’s heavily recommended you fully consume all of Lighter’s “Morale” swiftly and immediately to ensure you land the biggest Combat Impact buff possible, fully stack his buffs/debuffs and ensure you’re back to generating “Morale” as soon as possible.

Lighter’s Additional Ability: Fighting Spirit is for the most part an extension of his Core Ability and absurdly powerful, so ensure that you build teams in order to activate it. Now what it does is that while within the “Morale Burst State” each of the hits caused by his 5th empowered Basic Attack grants all squad members a stack of “Elation” for a maximum of 20 stacks lasting for 30 seconds. While the 20 Stacks might sound like a lot, Lighter’s empowered 5th Basic Attack can hit many more times than that - so you’ll have no issues maxing this out when playing correctly. The “Elation” Buff grants those affected by it up to 75% FIRE and ICE DMG%. Each stack of “Elation” grants 1.25% FIRE and ICE DMG% or 25%... hold on then, what about the other 50%? For every 10 points of Impact Lighter possesses over 170, each “Elation” stack grants an additional 0.25% bonus for. Thus at 270 Impact we’ll gain 3.75% DMG increase per stack instead, allowing him to reach the maximum bonus of 75%. The 30-second duration of this buff is huge in itself but as an added bonus whenever an ally performs a Chain Attack, its duration will be refreshed making its uptime pretty much permanent.

Phew… believe it or not that makes up for the majority of Lighter’s kit and as we’ve now learnt his whole kit essentially boils down to gaining access to 80 “Morale”, entering the “Morale Burst State” and executing an Empowered Basic Attack 5. Doing this applies all of his buffs and debuffs. With the wordy part covered lets breeze through the rest of his mostly simple kit.

Lighter has a TON of different Basic Attacks - all of which might have their place in certain niche and specialized combat scenarios… but, when it comes to his core gameplay you use barely any of them. His standard Basic Attack combo consists of 5 attacks - the first 3 are Physical and the last 2 are Fire. We want to avoid using the first 3 wherever possible, as they have poor multipliers across the board. Fortunately many of his abilities allow him to skip straight to executing either the 4th or 5th portion of the Basic Attack string - as such these are the abilities to watch out for:

  • Dodge Counter: Blazing Flash (Skips to 5th Basic Attack)

  • EX Special Attack: V-Form Sunrise Uppercut (Skips to 4th Basic Attack)

  • EX Special Attack: V-Form Sunrise Uppercut - Dash Variant (Skips to 5th Basic Attack)

  • Quick Assist: Blazing Flash - Guard (Skips to 5th Basic Attack)

  • Assist Follow-Up: Reignition (Skips to 5th Basic Attack)

With proper planning, you’ll find yourself able to completely omit the first 3 - 4 Basic Attacks of the combo and skip straight to what matters the most - Basic Attack 5. Basic Attack 5 is further split up into 3 different parts and can only be fully accessed by Continuously Tapping or Holding the Basic Attack button throughout his 5 Basic Attack combo or after any of the follow-ups above. The three different parts of Basic Attack 5 are:

  • “StartUp”:

    • “StartUp” is a flurry of punches that follows right up after executing his Basic Attack 4 but will not be present if you skipped directly to Basic Attack 5 via another ability.

  • “Combo”:

    • Combo” is a continual flurry of punches that hits many many times in quick succession (And this is how we reach 20 stacks of “Elation”).

  • “Finisher”:

    • “Finisher” is exactly how it sounds: a huge haymaker to finish the combo off.

While in the “Morale Burst State” each of these abilities consumes “Morale” and is, enhanced dealing more Damage and Daze whie also gaining additional effects. When enhanced “Combo” can be repeated as long as you possess “Morale” to consume, doing so will allow you to extend your flurry of punches to stack “Elation”, it’s always a good idea to channel “Combo” until 0 “Morale” because of the next enhancement. When running out of “Morale” while executing the 5th Basic attack within “Morale Burst State” Lighter’s “Finisher” is supercharged into “Powerful Finisher” dealing further increased Daze and Damage. Another bonus of running your “Morale” to 0 with “Combo” is that it ensures “Powerful Finisher” will have the maximum Combat Impact % buff from his Core Passive.

An additional note is that Lighter’s Basic attack combo can be fully chained and executed simply by holding down the Basic Attack button. Also as mentioned earlier his Basic Attacks do have more to them but with his current top playstyle they’re not worth delving into. With “Morale” up, get to Basic Attack 5 as fast as possible, dump all “Morale” into repeating the “Combo” portion and land a huge “Powerful Finisher”.

Lighter’s EX-Special Attack costs 40 Energy, deals good Daze, damage, and of course helps him recover some “Morale” while also skipping straight to Basic Attack 4. What makes it stand out though is that Lighter can tap EX-Special again right after its use to execute a Follow-Up Attack at the cost of an additional 20 Energy. This is usually well worth it as the attack doesn’t take much longer to execute and deals good Daze for its Energy cost. Lighter’s EX-Special also has an alternative mode which can be accessed by hitting the EX-Special key right after a Dash - something that isn’t easy to do consistently without some practice. As mentioned above the Dash-EX allows you to skip to Basic Attack 5 instead of 4.

Lighter’s Chain Attack and Ultimate are completely standard - even a bit boring you might say. His Ultimate doesn’t do anything special so the team's resources are usually better spent elsewhere and while his Chain Attack can be used if there is a slot available, it is a low priority compared to those who need it more.

As with most Stun characters, Lighter’s Dodge Counter is actually surprisingly strong having good multipliers and allowing him to immediately skip straight to Basic Attack 5 - use it when the opportunity presents itself.

Lighter’s assists like his Dodge Counter are strong and absolutely worth using. The combo of his Defensive Assist + Assist Follow-Up should be the go-to for you when playing him, as he prefers to stay off-field most of the time. Remain on-field with your other two characters but Hot-Swap to Lighter to execute his Defensive Assist + Assist Follow-Up while you wait for his “Morale” to recover for his next combo. It’s worth noting when you finally do reach 80-100 “Morale” entering combat via a Defensive Assist + Assist Follow-Up is the optimal way to maximize Daze output. Lighter’s Quick assist is also very useful, you’ll gain free access to it every time you reach 80 “Morale” in the resource bar. If you reach 80-100 “Morale” and you don’t see an opening to Swap-In Lighter optimally, following the above this is your go to for a quick skip to the 5th Basic Attack.

With Lighter’s kit fully covered let's bring all of it together. Here’s the final game plan:

  • Wait until Lighter reaches 80 - 100 “Morale” (100 will maximize his Core Passive bonuses and is recommended in most cases).

  • Swap to Lighter Via a Defensive Assist + Assist Follow-Up OR a Quick Assist.

  • Hold down the Basic Attack to execute Basic Attack 5 “Combo” to fully drain your “Morale” and trigger his “Powerful Finisher”.

  • If Energy is available add in either an EX Special or EX Special + Follow-Up.

Here it is listed in abilities:

  • Defensive Assist: Swift Break

  • Assist Follow-Up: Charging Slam - Stab

  • Basic Attack: L-Form Thundering Fist (5th-Hit Combo)(Morale Boosted)

  • Basic Attack: L-Form Thundering Fist (5th-Hit Powerful Finisher)(Morale Boosted)

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

  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance (Follow-Up)   

And that’s really it. The above will grant you all of Lighter’s buffs, debuffs, and do a large amount of Daze. If you’re looking for more though here are some additional things you can watch out for.

  • In the rare case Lighter is on the field execute Dodge Counters for more Daze Build-Up

  • Ensure you never overcap on Energy - swap Lighter in to execute EX-Special’s even outside his usual combo if you’re about to overcap.

  • Perform Defensive Assists + Assist Follow-Ups whenever possible for additional Daze.

  • Optionally execute Non-Morale sequences of Basic Attack 4 + 5 to take advantage of the skips granted by your other abilities (The Daze output from these isn’t stellar but can fill empty field time or get you the last bit of the way to a stun)

  • In combat scenarios that don’t demand Lighter’s full burst combo (Non-elite enemies) tactically use his EX, Defensive Assist, or Dodge counter to trigger Stuns as needed.

Lighter is an incredible Stun character fully capable of serving as a support and at the same time, he has crazy buffs/debuffs, huge burst Daze, extended Stuns and is simple to play. He has a few downsides but nothing deal-breaking. Reaching 270 Impact to fully activate his 75% bonus via his Additional Ability isn’t trivial though, and you'll need Impact-focused W-engines to make it happen - which depending on your account might pose a challenge. And of course, Lighter is a Fire and Ice specialist so if those elements aren’t for you, he loses a lot of his value. If those aren’t a problem though, Lighter is definitely a force to be reckoned with.

Ratings

This tier list assesses characters based on their combat potential in Zenless Zone Zero’s current most demanding content, Shiyu Defense (SD). SD is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, Disk Drives and good W-Engines. This mode offers a reasonable mix of Boss encounters (single target) and Elite packs (2-3 targets), allowing multiple characters to find a niche but in the end, there is a bias toward single target focused characters at the top-end and tier list ratings will reflect that.

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.

T0

Shiyu Defense

Build and teams

Best W-Engines

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.

The top number shows the performance of the W-Engine when applying Daze while the bottom number when dealing Damage. You can find more information about them in the Calculations tab.

100%

100%

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25/28.75/32.5/36.25/40% 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 1.5/1.72/1.95/2.17/2.4%. Only one of this effect can be active at a time in the same squad.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%
Lighter's Signature and naturally his best option. It allows for comfortable access to the full power of his Additional Ability while also boosting his Impact% and Combat Impact % considerably throughout all of his rotation. It further boosts the entire team's ICE and FIRE CRIT DMG% by up to 30% - a fantastic supportive boon.

97.57%

100.05%

When a Basic Attack hits an enemy, gain 1 stack of Tea-riffic. Each stack of Tea-riffic increases the user's Impact by 0.7/0.88/1.05/1.22/1.4%, 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 20/23/26/29/32% for 10s. Passive effects of the same name do not stack.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%
Qingyi's Signature is a surprisingly solid alternative to Lighter's Signature if you already have it. Lighter is capable of stacking the 30 stack bonus of this W-Engine to gain a large enough Combat Impact% buff which when combined with the standard Impact% gives him enough to satisfy his Additional Ability. This Engine also grants 20 DMG% to the team for a short duration offering a nice supportive bonus.

95.03%

88.43%

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6/7.5/9/10.5/12% 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.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%
This Engine is not capable of fully activating Lighter's Additional Ability resulting in a reduction in his supportive capabilities. Still provides enough Impact for a reasonable buff though and also grants him solid buffs resulting in reasonable Daze output overall.

93.87%

91.42%

When off-field, the equipper's Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. When using an EX Special Attack, the equipper's Impact is increased by 10/12.5/15/17.5/20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%
Reasonable non-limited choice capable of maximizing Lighter's Additional Ability bonus but with some inconvenience. The Combat Impact% buff of this Engine is reliant on using Lighter's EX 1 and EX Follow-Up first meaning you have to execute them ideally before your Morale combo thus restricting your options.

92.44%

74.88%

When the target's HP is no lower than 50%, the equipper inflicts 10/11.5/13/14.5/16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10/11.5/13/14.5/16%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%
Another Engine unable to fully enable Lighter's Additional Ability, but which gets him a reasonable amount of the way there serving as a reasonable 4-star option for those without stronger alternatives.

91.97%

68.30%

The equipper's attacks inflict 8/9/10/11/12% more Daze on their main target.

Base ATK (Lv 60): 475
Impact (Lv 60): 12%
-

90.81%

84.94%

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 4/4.6/5.2/5.8/6.4%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%
-

88.23%

84.94%

For every 10 Energy accumulated, the equipper's Impact is increased by 2/2.3/2.6/2.9/3.2%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.

Base ATK (Lv 60): 594
Energy Regen (Lv 60): 50%
An alternative 4-star option to Precious Fossilized Core with higher total Impact potential but less consistency due to its conditional effect. If you're adept at managing the uptime of this Engine in combat ability it can outperform Fossilized Core when playing Lighter with supportive buffs in mind.
Best Disk Drives Sets

1

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

Powerful set for Lighter when played specifically with a focus on dealing as much Daze as possible. Grants him much needed Impact% which is not only required to maximise his Ice and Fire buffs but also provides a large Daze% increase to his Basic Attacks boosting his stunning capabilities considerably.

Best combined with your choice of 2-PC Set:

  • Swing Jazz (Recommended),
  • Inferno Metal
  • Puffer Electro (When stacking high PEN Ratio)
  • Hormone Punk
  • Woodpecker Electro (Crit Only)
  • Chaos Jazz or Freedom Blues (Anomaly Only)

2

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

Combining 4P Proto Punk with 2P Shockstar Disco not only grants Lighter the Impact% he needs but also offers him a potent team based supportive effect to each of his Defensive Assists - which he uses plenty of. Lighter doesn't utilize the shields of Proto Punk buffs but if you're happy trading Daze for support and already have another more suitable teammate capable of using Swing Jazz, this combo can be an effective option despite some wasted stats.

Best combined with your choice of 2-PC Set:

  • Shockstar Disco (Recommended).

3

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

Mixing 4P Swing Jazz and 2P Shockstar Disco is another strong supportive choice available to Lighter, although usually better suited to dedicated supports. If no other character is already using Swing Jazz and you prefer the buff timing and 2P bonus of this set over Proto Punk it can be a reasonable option for Lighter.

Best combined with your choice of 2-PC Set:

  • Shockstar Disco (Recommended).
Best Disk Drives Stats
Disk 4
CRIT Rate
CRIT Rate%
>=
CRIT DMG
CRIT DMG%
=
Anomaly Proficiency
Anomaly Proficiency
Disk 5
ATK%
ATK%
=
Fire DMG
Fire DMG%
=
PEN Ratio
PEN Ratio%
Disk 6
Impact
Impact

Substats: [CRIT RATE = CRIT DMG > ATK% > PEN = ATK] or [ATK% = Anomaly Proficiency > ATK > PEN]

Choose a sub stat priority depending on which damage profile you're aiming for on Lighter.

Best Endgame Stats (Level 60)

ENDGAME STATS (Crit RATE):

  • Impact: 170 - 195+

  • ATK: 1700 - 2000+ (Optional)

  • HP: 10500+

  • DEF: 800+

  • CRIT RATE: 50% - 60%+ (Optional)

  • CRIT DMG: 100% - 120%+ (Optional)

ENDGAME STATS (Anomaly):

  • Impact: 170 - 195+

  • ATK: 1700 - 2000+ (Optional)

  • HP: 10500+

  • DEF: 800+

  • Anomaly Proficiency: 250+ (Optional)

Skill priority
Core

Basic Attack

Core

Special Attack

Core

Assist

Core

Dodge

Core

Chain Attack

Video guides

Rotation & Teams

Synergy

Ice is one of the two elements Lighter specialises in supporting and Ellen is an incredible Ice DPS, so it is of no surprise the two work very well together. The combination of ICE DMG%, ICE RES% Shred, extended Stuns and very low field time requirements gives Ellen everything she ever wanted from a Stunner. With this combo Ellen’s damage is substantially increased and she can freely monopolize the majority of the field time for her lengthy attack combos.

Soldier 11 is an accessible and Solid Fire DPS who is more than happy to take up the field time Lighter doesn’t need with her mostly Basic Attack focused gameplay. Lighter offers Soldier 11 all his usual benefits of FIRE DMG%, FIRE RES% SHRED and extended Stun time making the two a solid combo for those not possessing more powerful limited DPS options. Soldier 11 also gains a bit of an additional edge from Lighter compared to others thanks to her Additional Ability functioning specifically against Stunned enemies making Lighter more accessible.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

Miyabi Team

Ellen Team

Soukaku
Soukaku
Rina
Rina
Burnice
Burnice
Support

Soldier 11 Team

Caesar
Caesar
Lucy
Lucy
Burnice
Burnice
Support

Bangboo options:

  • RocketBoo/Cryboo = If 2x Fire or nothing else below applies,
  • Sharkboo/Penguinboo = If 2x Ice,
  • Red Moccus = Alternative if 2x Sons of Calydon,
  • Butler = Alternative if 2x Victoria Housekeeping members.
How to play
EXTENDED ROTATION

Lighter Rotation: The rotation below assumes Lighter begins with 100 Morale but can also be started at 80 Morale in a pinch, but at the cost of losing some supportive and Dazing benefits. Additionally the rotation can also be initiated with any of Lighter's abilities which allow him to skip straight to his 5th Basic Attack.

  • Defensive Assist: Swift Break
  • Assist Follow-Up: Charging Slam - Stab
  • Basic Attack: L-Form Thundering Fist (5th-Hit Combo)(Morale Boosted)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Powerful Finisher)(Morale Boosted)
  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance
  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance (Follow-Up)
  • Basic Attack: L-Form Thundering Fist P4
  • Basic Attack: L-Form Thundering Fist (5th-Hit Startup)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Combo)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Finisher)
  • Dodge Counter: Blazing Flash (Can be executed at any time)
SHORTENED ROTATION

Short Lighter Rotation: If desired - and you have another character that can make use of field time Lighter's rotation - can be shortened. The entire second Basic Attack Combo and Dodge Counter are all non-essential and can be cut simplifying his gameplay even more.

  • Defensive Assist: Swift Break
  • Assist Follow-Up: Charging Slam - Stab
  • Basic Attack: L-Form Thundering Fist (5th-Hit Combo)(Morale Boosted)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Powerful Finisher)(Morale Boosted)
  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance
  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance (Follow-Up)

Calculations

Damage and Daze output

Important!

  • Lighter's Mindscape 1, 2 and 4 are all potent team-wide supportive bonuses. The calculations below are limited only to each of their effects on Lighter himself. Make sure to consider the impact of these Mindscapes on the entire squad when evaluating his worth and pull value.
  • In addition to the Damage Increase displayed in our calculations, Lighter's Mindscape 6 also increases the frequency in which he can perform his optimal Morale rotation. We can't represent the full benefits this provides in our one rotation format but it will result in a further increase to total Daze, damage and availability over the course of combat.
Lighter in 1 Target scenario - Daze and Damage output in Main Field Rotation.

Rotation time: 10.53s.

Attention!!! Calculations between characters that use Quick Swap Daze vs Main Field Daze Rotations should not be compared as they are two different playstyles!

Details about the calculations

The rotation below assumes Lighter begins with 100 Morale but can also be started at 80 Morale in a pinch, but at the cost of losing some supportive and Dazing benefits. Additionally the rotation can also be initiated with any of Lighter's abilities which allow him to skip straight to his 5th Basic Attack.

Main Field Extended Rotation
  • Defensive Assist: Swift Break
  • Assist Follow-Up: Charging Slam - Stab
  • Basic Attack: L-Form Thundering Fist (5th-Hit Combo)(Morale Boosted)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Powerful Finisher)(Morale Boosted)
  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance
  • EX Special Attack: V-Form Sunrise Uppercut - Full Distance (Follow-Up)
  • Basic Attack: L-Form Thundering Fist P4
  • Basic Attack: L-Form Thundering Fist (5th-Hit Startup)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Combo)
  • Basic Attack: L-Form Thundering Fist (5th-Hit Finisher)
  • Dodge Counter: Blazing Flash (Can be executed at any time)

And here are the W-Engines and Disk Drives used in the calculations.

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25/28.75/32.5/36.25/40% 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 1.5/1.72/1.95/2.17/2.4%. Only one of this effect can be active at a time in the same squad.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.
Disk 4
CRIT Rate
CRIT Rate%
Disk 5
ATK%
ATK%
Disk 6
Impact
Impact%

Substats: ATK (18%), CRIT Rate (33.6%), CRIT DMG (67.2%)

Shiyu Defense

Shiyu Defense

This section contains information about Lighter performance in the latest Shiyu Defense cycle (1.3.2). The page will be automatically updated every patch once enough data is gathered.

  • The data has been last updated on 06/12/2024,
  • 4890 players shared their 1.3.2 Shiyu Defense clear data with us (1093 of the sample are self-reported players that filled our form, 3797 are from random UIDs that we scanned).

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 Form
Usage rate

Characters 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.

Common partners

This section lists the characters that were most commonly paired with Lighter in the current phase of Shiyu Defense.

Teams

This section lists most popular teams featuring Lighter in the current phase of Shiyu Defense.

Rank 15

App. rate: 3.17%

Avg. Score 2.86

Ellen
Lighter
Soukaku

Rank 20

App. rate: 2.19%

Avg. Score 2.94

Ellen
Lycaon
Lighter

Rank 27

App. rate: 1.39%

Avg. Score 2.76

Soldier 11
Lighter
Lucy

Rank 51

App. rate: 0.55%

Avg. Score 2.88

Soldier 11
Lighter
Caesar

Rank 55

App. rate: 0.49%

Avg. Score 2.82

Burnice
Lighter
Lucy

Rank 62

App. rate: 0.38%

Avg. Score 3

Burnice
Lighter
Caesar

Rank 70

App. rate: 0.33%

Avg. Score 3

Ellen
Lighter
Caesar

Rank 77

App. rate: 0.3%

Avg. Score 2.75

Ellen
Lighter
Rina

Rank 77

App. rate: 0.3%

Avg. Score 2.8

Soldier 11
Burnice
Lighter

Rank 85

App. rate: 0.25%

Avg. Score 3

Yanagi
Burnice
Lighter
Mindscapes

Mindscapes data comes from 403 players we have scanned who used Lighter in the current Shiyu Defense.

88.09%

2.82 score

Mindscape 0

5.71%

2.96 score

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.

2.98%

2.92 score

When applying Collapse by 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.

1.24%

3 score

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

0%

No score

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.

0%

No score

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

1.99%

3 score

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.
W-Engines

W-Engines usage data comes from 403 players we have scanned who used Lighter in the current Shiyu Defense.

52.36%

2.83 score

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25/28.75/32.5/36.25/40% 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 1.5/1.72/1.95/2.17/2.4%. Only one of this effect can be active at a time in the same squad.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%

17.37%

2.86 score

When off-field, the equipper's Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. When using an EX Special Attack, the equipper's Impact is increased by 10/12.5/15/17.5/20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%

10.67%

2.82 score

For every 10 Energy accumulated, the equipper's Impact is increased by 2/2.3/2.6/2.9/3.2%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.

Base ATK (Lv 60): 594
Energy Regen (Lv 60): 50%

9.18%

2.8 score

When the target's HP is no lower than 50%, the equipper inflicts 10/11.5/13/14.5/16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10/11.5/13/14.5/16%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%

7.94%

2.7 score

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6/7.5/9/10.5/12% 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.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%

1.24%

3 score

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 4/4.6/5.2/5.8/6.4%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%
Disk Drives

Disk Drives usage data comes from 403 players we have scanned who used Lighter in the current Shiyu Defense.

50.87%

2.8 score

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

16.13%

2.78 score

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

(2)
Fire DMG +10%.
(4)
Upon hitting a Burning enemy, the equipper's CRIT Rate is increased by 28% for 8s.

11.17%

2.91 score

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

4.96%

2.85 score

(2)
Fire DMG +10%.
(4)
Upon hitting a Burning enemy, the equipper's CRIT Rate is increased by 28% for 8s.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

2.23%

3 score

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

1.99%

3 score

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.
Stats

Lighter stats aren't available yet. They will be added soon.