Zenless Zone Zero character

Lighter (Zenless Zone Zero)

Guide, build and skills

  • S-rank
  • Attribute Fire
  • Specialty Stun
  • Game data 3.3.0

Fire, Stun

Lighter from Zenless Zone Zero with a Kaption Polish subtitle
Polish subtitles for Zenless Zone Zero dialogue work today.

At a glance

Lighter is a Fire Stun character who builds Daze and makes enemies easier for Fire and Ice teammates to damage. His Morale Burst rewards him for staying on the field long enough to reach and extend the fifth hit of his Basic Attack.

During Morale Burst, his punches lower enemies' Ice RES and Fire RES. His Finishing Move can also extend their Stun duration, giving the rest of the squad more time against a Stunned target.

He gains Morale over time and when squad members spend Energy, so he has a reason to swap out between bursts. Bring an Attack character or a character from his faction to activate his extra team damage buff.

Video guide

DONT MAKE THIS MISTAKE! The UPDATED BEST Guide to Lighter (Teams/Disk/W-Engine) - Zenless Zone Zero

Video by canna on YouTube · 20 min · 30.2K views · May 2025

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Build

From the game data

4× Shockstar Disco + 2× Swing Jazz · Disc 4 CRIT Rate · Disc 5 Fire DMG Bonus or ATK% · Disc 6 Impact · substats CRIT Rate > ATK% > CRIT DMG

Drive Discs

4 pieces · Drive Disc set

Pick one. The game lists them in this order.

  1. Shockstar Disco
    Shockstar Disco
    • 2-piece bonus: Impact +6%
    Show effect
    • 4-piece bonus: Basic Attacks, Dash Attacks, and Dodge Counters inflict 20% more Daze to the main target.
  2. King of the Summit
    King of the Summit
    • 2-piece bonus: Increases Daze of attacks by 6%
    Show effect
    • 4-piece bonus: 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 pieces · Drive Disc set

Pick one. The game lists them in this order.

  1. Swing Jazz
    Swing Jazz
    • 2-piece bonus: Energy Regen +20%
  2. Shockstar Disco
    Shockstar Disco
    • 2-piece bonus: Impact +6%

Main stats

Disc 4
CRIT Rate
Disc 5
Fire DMG Bonus or ATK%
Disc 6
Impact

Substats

  1. CRIT Rate
  2. ATK%
  3. CRIT DMG

Target stats

Totals to aim for on the character's stat screen.

StatTarget
ATK 1,700–2,000+ ATK is optional.
HP 10,500+
CRIT Rate 50%+
CRIT DMG 100–120%+ CRIT DMG is optional.
Impact 170–195+

Recommended W-Engines

  1. Blazing Laurel
    Blazing Laurel S-rank
    Flowing Flame Show effect

    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 instance of this effect can exist in the same squad.

Alternatives

When you don't have the weapon above.

  1. Ice-Jade Teapot
    Ice-Jade Teapot S-rank
    Ringing Melody Show effect

    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.

  2. Hellfire Gears
    Hellfire Gears S-rank
    Passionate Construction Show effect

    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.

Have this character? Make a card of your own build from your UID Stats, artifacts, weapon and talents from your in-game showcase, as a PNG in a dozen layouts.

Teams

Show more teams (4)Show less

Also plays in

Other characters' teams with a place for Lighter.

Skills

Names in English, as in the game · underlined ones open their card · Priority = level-up order (from the game data)

  1. Basic attack

    Basic Attack: L-Form Thundering Fist

    Level priority 2 of 6

    Hold or repeat attacks to extend the 5th hit's jabs. Stopping ends the combo with an invulnerable Finishing Move.

    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 joystick, and repeatedly press or hold to unleash a series of melee follow-up attacks. Release the 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 joystick and repeatedly press or hold to keep alternating between the light punch and 4th hit of the Basic Attack. Release the 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%.

  2. Special

    Special Attack: V-Form Sunrise Uppercut

    Level priority 3 of 6

    An uppercut deals Fire DMG. During a shuffle dodge, it becomes a series of punches that preserves the Basic Attack combo.

    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.

  3. Special

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

    Spend Energy for an invulnerable Fire uppercut. During a shuffle dodge, it preserves the combo and leads into the 5th Basic Attack hit.

    With enough Energy, press to activate: Strikes enemies in front with a powerful uppercut, leaping into the air and dealing massive Fire DMG. During the move, press again to spend additional Energy to perform a powerful follow-up attack, dealing massive Fire DMG. Character is invulnerable while using this skill After using the move, press or hold to transition to the 4th hit of the Basic Attack. During the shuffle dodge, with enough Energy, press to activate: Perform a powerful combo punch forward, dealing massive Fire DMG. Using this skill will not break the combo count for Basic Attacks. Character is invulnerable while using this skill. After the attack, press or hold to immediately transition into the 5th hit of the Basic Attack.

  4. Dodge

    Dodge: Shadowed Slide

    Level priority 6 of 6

    An invulnerable dodge. Use it while attacking to shuffle in a direction without interrupting the Basic Attack combo.

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

  5. Dodge

    Dash Attack: Charging SlamDodge

    Attack during a dodge to strike enemies ahead for Physical DMG.

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

  6. Dodge

    Dodge Counter: Blazing Flash

    After a Perfect Dodge, counter with an invulnerable Fire strike, then follow up with the 5th Basic Attack hit.

    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.

  7. Chain attack

    Chain Attack: V-Form Scorching Sun

    Level priority 4 of 6

    When a Chain Attack triggers, select Lighter for an invulnerable Fire strike in a small area ahead.

    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.

  8. Chain attack

    Ultimate: W-Form Crowned Inferno

    At maximum Decibel Rating, deal Fire DMG in a large area around Lighter. He is invulnerable during the attack.

    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.

  9. Assist

    Quick Assist: Blazing Flash - GuardAssist

    Level priority 5 of 6

    When the active character is launched, strike with invulnerable Fire DMG, then follow up with the 5th Basic Attack hit.

    When the active 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.

  10. Assist

    Defensive Assist: Swift BreakAssist

    When the active character is about to be hit, parry the attack for massive Daze. Lighter is invulnerable during the parry.

    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.

  11. Assist

    Assist Follow-Up: Charging Slam - Stab

    After a Defensive Assist, strike with invulnerable Fire DMG, then follow up with the 5th Basic Attack hit.

    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.

  12. Core skill

    Core Passive: Accelerant

    Level priority 1 of 6

    At 80 Morale, the 5th hit starts Morale Burst: jabs cut Ice and Fire RES by 15%, and its Finishing Move extends Stun by 3s.

    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 2%, up to a maximum increase of 20%, 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.

Passives

  1. Passive

    Additional Ability: Fighting SpiritPassive

    With an Attack or same-Faction ally, Morale Burst's 5th hit grants Elation: +1.25% Fire and Ice DMG per stack, up to 20.

    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

  1. M1

    The Champion

    Worth it

    The Champion (M1) improves the existing debuffs: Collapse extends Stun by 5 seconds, and the Ice RES and Fire RES reduction gets another 10%.

    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. M2

    Red Scarf

    Worth it

    Red Scarf (M2) is an upgrade to consider for team damage.

    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.

  3. M3

    Mercenary Leader

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

  4. 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.

  5. M5

    Decision Maker

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

  6. M6

    Survivor

    Worth it

    Survivor (M6) is another large upgrade to consider.

    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.

Materials

Ascension, to max level

  • Denny Denny × 800,000
  • Basic Stun Certification Seal Basic Stun Certification Seal × 4
  • Advanced Stun Certification Seal Advanced Stun Certification Seal × 32
  • Buster Certification Seal Buster Certification Seal × 30

All skills to max

  • Denny Denny × 2,905,000
  • Basic Burn Chip Basic Burn Chip × 25
  • Advanced Burn Chip Advanced Burn Chip × 75
  • Specialized Burn Chip Specialized Burn Chip × 250
  • Hamster Cage Pass Hamster Cage Pass × 5
  • Scarlet Engine × 9
  • Higher Dimensional Data: Crimson Awe × 60

Guide

How the kit works

Use Basic Attack: L-Form Thundering Fist to reach that fifth hit. Keep pressing or holding to extend its jab combo, then stop to launch the Finishing Move. Enhanced punches consume Morale and reduce Ice RES and Fire RES by 15% for 30 seconds. The Finishing Move applies Collapse, extending Stun by 3 seconds once per target before it recovers from Stun.

Morale spent also raises Impact by 2% per 10 points, up to 20% for 6 seconds. If Morale runs out during the light punch or jab combo, Lighter automatically uses a stronger Finishing Move. Switching out or landing the Finishing Move ends Morale Burst, with unused Morale kept.

Dodge: Shadowed Slide lets you shuffle while attacking without breaking the Basic Attack count. With enough Energy, EX Special Attack: V-Form Sunrise Uppercut - Full Distance (Special) can lead into the fourth hit, or the fifth if used during a shuffle dodge. Dodge Counter: Blazing Flash and Assist Follow-Up: Charging Slam - Stab also lead into the fifth hit.

Additional Ability: Fighting Spirit needs another Attack character or a faction teammate. Fifth-hit attacks in Morale Burst grant Elation stacks, each raising squad members' Ice DMG and Fire DMG by 1.25%. There can be 20 stacks; Impact above 170 improves the buff. A squad Chain Attack refreshes its duration.

Build and why

Start with four pieces of King of the Summit. Its 2-piece effect increases Daze by 6%, while its 4-piece effect gives the squad 15% CRIT DMG after Lighter uses an EX Special Attack or Chain Attack. At 50% CRIT Rate or more, it adds another 15%. The buff lasts 15 seconds.

Four pieces of Shockstar Disco are another option: the set gives Impact and makes Basic Attacks, Dash Attacks and Dodge Counters inflict more Daze on the main target. Pair either 4-piece set with two pieces of Swing Jazz for Energy Regen; two pieces of Shockstar Disco also work alongside King of the Summit.

Use CRIT Rate on disc 4, Fire DMG Bonus or Percent ATK on disc 5, and Impact on disc 6. For substats, look for CRIT Rate, then Percent ATK and CRIT DMG. Impact helps both Stun and the Elation buff above 170.

Blazing Laurel is the first weapon choice. A Quick Assist or Perfect Assist raises Impact by 25% for 8 seconds, and Basic Attack hits apply Wilt, increasing the CRIT DMG of Ice DMG and Fire DMG dealt to that enemy. Ice-Jade Teapot is next: Basic Attack hits build Impact stacks, and reaching 15 stacks grants the squad a DMG buff.

Hellfire Gears is another option. It gives Lighter Energy Regen while off-field and increases his Impact when he uses an EX Special Attack.

Leveling priority

Follow the game's order: Core Passive: Accelerant first, then Basic Attack: L-Form Thundering Fist, Special Attack: V-Form Sunrise Uppercut, Chain Attack: V-Form Scorching Sun, Quick Assist: Blazing Flash - Guard and Dodge: Shadowed Slide.

The Core Passive is central to Morale Burst and its debuffs, while the Basic Attack contains the fifth-hit combo you use to trigger them. The remaining order improves the skills around that combo.

For maximum ascension, collect 800,000 Denny, 4 Basic Stun Certification Seal, 32 Advanced Stun Certification Seal and 30 Buster Certification Seal.

For all skills, the listed materials are 2,905,000 Denny, 25 Basic Burn Chip, 75 Advanced Burn Chip, 250 Specialized Burn Chip, 5 Hamster Cage Pass, 9 Scarlet Engine and 60 Higher Dimensional Data: Crimson Awe.

Mindscapes worth it

Red Scarf is an upgrade to consider for team damage. Applying Collapse increases the target's Stun DMG Multiplier by 25%, and the Ice DMG and Fire DMG buff from Elation rises to 120% of its original effect.

The Champion improves the existing debuffs: Collapse extends Stun by 5 seconds, and the Ice RES and Fire RES reduction gets another 10%. It also increases the stronger Finishing Move's damage by 30%.

Survivor (M6) is another large upgrade to consider. It doubles Morale recovery efficiency and adds Blazing Impact damage when qualifying heavy strikes land. Impact above 170 increases its multiplier, and the stronger Finishing Move can trigger an extra activation.

If you stop at M2, you can leave the later upgrades unpursued. Mercenary Leader and Decision Maker raise skill levels rather than adding a new effect. Sunglasses (M4) helps the active character's Energy Regen while Lighter is off-field and restores Energy to off-field characters when he enters Morale Burst.

Teams

Build Elation during Morale Burst, land the Finishing Move for Collapse, then give the damage dealer time on the field. A squad Chain Attack refreshes Elation, but the RES reduction and Stun extension still depend on Lighter's own hits.

Common mistakes

Do not switch Lighter out before finishing the Morale Burst combo if you need Collapse. Switching out ends the state, so you lose that opportunity until you start another burst.

Do not assume the fifth hit starts Morale Burst at any Morale level. You need at least 80. Watch the gauge and let the squad spend Energy between his field appearances.

Do not ignore the Attack or faction requirement. Without it, Additional Ability: Fighting Spirit does not activate, even though Core Passive: Accelerant can still reduce Ice RES and Fire RES.

Do not build King of the Summit without checking CRIT Rate if you want its full CRIT DMG buff. Also avoid replacing disc 6 Impact without a reason: Impact supports both his Stun role and the scaling on Elation.

Frequently asked questions

What's the best build for Lighter?

Drive Discs: Shockstar Disco ×4 or Swing Jazz ×2. Main stats: Disc 4: CRIT Rate, Disc 5: Fire DMG Bonus or ATK%, Disc 6: Impact. Recommended W-Engines: Ice-Jade Teapot, Hellfire Gears or Blazing Laurel. That is what the game suggests.

What should I level first on Lighter?

Core Passive: Accelerant first, then Basic Attack: L-Form Thundering Fist, Special Attack: V-Form Sunrise Uppercut, Chain Attack: V-Form Scorching Sun, Quick Assist: Blazing Flash - GuardAssist and Dodge: Shadowed Slide. That is what the game suggests.

Which Mindscape Cinema are worth getting for Lighter?

The biggest upgrades: M2 Red Scarf, M1 The Champion and M6 Survivor.

Who should Lighter team up with?

Good teammates: Evelyn and Astra Yao.

Is Lighter in Polish in Zenless Zone Zero?

The game has no Polish language option. Kaption shows Polish subtitles for the dialogue right on the game screen, so Lighter's lines read in Polish. Skill and item names stay in English, as in the game.

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Game data version 3.3.0.

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