Lighter ZZZ Overview
Welcome to our Zenless Zone Zero Lighter guide. We’ll cover everything you need to know about his skills, builds, teams, and more.
Lighter |
Sons of Calydon |
||
S Rank |
Fire |
Stun |
Lighter is the second limited Stun Agent, and to be quite frank, his role in the “meta” is hard to determine.
As a Stun Agent, Lighter’s primary role is to apply Daze on enemies and Stun them. As we see with many characters that aren’t DPS focused, Lighter will have additional offensive utility to boost his effectiveness on certain teams.
Anby and Koleda are both general purpose stunners, while Lycaon is strong with Ice teams and provides a higher Stun DMG Multiplier. Qingyi was the last Stun Agent to release in Version 1.1, and she provides the largest Stun DMG Multiplier, along with quality of life in terms of her kit.
Lighter’s main contribution will be a Stun Agent that doesn’t require heavy field time like others, and he also provide unique utility for his squad through Ice/Fire buffs. However, when looking at the strongest teams at the moment, Lighter doesn’t have great synergy at the moment.
Things may change in the future with more Agent releases, but currently, Lighter’s best teams aren’t game changing. Even still, there are teams that will benefit greatly from his utility.
ZZZ Lighter Release Date
Lighter’s banner will be on the second half of Version 1.3, which will run from November 27th, 2024 to December 18th, 2024. His banner will feature Ben and Corin as the rate-up A-Rank Agents.
ZZZ Lighter Kit Review
Lighter’s kit is perhaps one of the longest to read word wise, but his overall kit isn’t too difficult to understand.
Basic Attack – Ora Ora Ora
The main skill you’ll be using on Lighter is his Basic Attack chain. After/during his 3rd and 5th Basic Attack, you can repeatedly press and drag the joystick to unleash a flurry of punches. After his 5th Basic Attack, he will then finish things off with a Finishing Move.
These punches will be the main way you activate his utility effects, and some of his other skills also chain straight into Basic Attack 5, such as:
- Dodge Counter
- Quick Assist
- Assist-Follow Up
- EX Special Attack
Outside of his Basic Attack, there isn’t too much to note about his kit except for one unique interaction: Shuffle Dodge.
If you Dodge while attack, you’ll perform a “shuffle dodge” in the direction of your joystick. During this window, you are able to activate Special Attack/EX Special Attack without interrupting your Basic Attack combo.
From there, Special/EX Special Attack can chain right into Basic Attack 4/5 respectively.
Core Passive & Additional Ability (CP & AA)
Now that we know the basics of his moveset, let’s talk about his CP and AA, his main selling points.
Morale
Lighter has a special resource called “Morale” that caps at 100. He will naturally gain 2.9 Morale per second, and gain more if any Agent uses Energy (.26 Morale per Energy). By itself, Morale already provides a lot of utility. Here’s a rundown of how it works:
- At 80 Morale, switching to Lighter will trigger his Quick Assist automatically. (Which can let you go right into Basic Attack 5)
- Upon using BA 5 with 80+ Morale, Lighter enters Moral Burst state.
- This state empowers his light punch, jab combo, and finishing move.
- The above moves will drain Morale when hitting enemies.
- For every 10 points of Morale consumed, Lighter gains 2% Impact, up to 20%, lasting 6s. (This is important for later)
- Cannot gain Morale while in Morale Burst.
- If Morale is depleted, using light punch/jab combo, his Finishing Move is empowered.
- Enemies hit by empowered light punch/jab will have their Ice/Fire RES reduced by 15%, lasting 30s.
- While in Morale Burst, Finishing Move will apply “Collapse,” which increases Stun Duration by 3s. Can only be applied once per stun.
- Finishing Move, switching off, or running out of Morale will end Morale Burst state.
This is a lot of things to digest, but overall, Lighter shreds Fire/Ice RES by 15%, increases Stun Duration by 3s, and increases his own Impact up to 20%.
Additional Ability (Ice/Fire DMG Buff)
Lighter’s Additional Ability further buffs up Fire/Ice Agents by buffing Fire/Ice DMG. When hitting enemies with BA 5 in Morale Burst State, the team will gain stacks of Elation.
At base, Elation grants 1.25% Fire/Ice DMG%, can stack up to 20 times, lasts 30 seconds, and the maximum bonus from Elation is 75%. You might be wondering, if you can only get 20 stacks, how do you get 75% DMG?
When obtaining Elation, the Elation buff itself will increase based on Lighter’s Impact stat. Each stack of Elation will increase by .25% per 10 Impact past 170. With a bit of napkin math, to get the full 75% DMG, Lighter will need a whooping 270 Impact.
This is achievable with certain setups, and the Impact buff he gets from consuming Morale also is important. Lastly, the Elation buff will apply retroactively. If you already have 20 stacks of Elation at base level, obtaining one more stack at 270 Impact will apply to all stacks, giving you the full effect. (75% DMG)
Because of this, you don’t need to constantly maintain Lighter’s Impact at 270, you simply need to get him as high as possible to juice up the Elation buff before swapping to your DPS Agent(s).
Summary
- Quick-Swap Stunner (Not purely On-Field like Qingyi)
- Fire/Ice RES Shred
- Increased Stun Duration
- Fire/Ice DMG% Buff
- Want to stack as much Impact as possible for maximum utility effect
ZZZ Lighter Skills
Core Skills (Max Level)
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 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.
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%.
Basic Attack
Basic Attack: L-Form Thundering Fist
Press or hold Basic Attack 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%.
Dodge
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 stick/Joystick. This skill will not interrupt the combo count for Basic Attacks. Character is invulnerable while using this skill.
Dash Attack: Charging Slam
Press Basic Attack during a dodge to activate: Rapidly strikes enemies in front, dealing Physical DMG.
Dodge Counter: Blazing Flash
Press Basic Attack 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
Quick Assist: Blazing Flash – Guard
When the on-field character is launched, press Assist to activate: Strike enemies in front, dealing Fire DMG. Character is invulnerable while using this skill. After using the skill, press or hold Basic Attack 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 Assist 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 Attack 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 Attack to immediately follow up with the 5th hit of the Basic Attack.
Special Attack
Special Attack: V-Form Sunrise Uppercut
Press Special Attack to activate: Strikes enemies in front with an uppercut, dealing Fire DMG. Anti-Interrupt level is increased while using this skill.
Press Special Attack 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 Special Attack 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 Basic Attack to follow up with the 4th hit of the Basic Attack.
With enough Energy, press Special Attack 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 Attack to immediately follow up with the 5th hit of the Basic 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 Ultimate to activate: Unleashes a powerful strike in a large area around, dealing massive Fire DMG. Character is invulnerable while using this skill.
Lighter ZZZ Mindscape Cinema
M1 | 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. |
M2 | 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. |
M3 | Mercenary Leader: Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2 |
M4 | Sunglasses: When Lighter is off-field, the Energy Regen for the on-field character is increased by 10%. Upon entering the Morale Burst state, Lighter restores 4 Energy for off-field characters. This effect can trigger once every 18s. |
M5 | Decision Maker: Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2 |
M6 | Survivor: Lighter’s Morale 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. |
ZZZ Lighter Mindscape Value
In general, Mindscapes have the most value for the DPS Agent on your team rather than your utility Agents. However, if you already have Mindscapes for your DPS Agent, you can consider going vertical into Lighter for stronger buffs.
- M1: Medium Value
- The extra Ice/Fire RES shred is nice, and the small Stun Duration buff is nice as well, but not game breaking.
- M2: Medium Value
- M2 gives you a 25% Stun DMG Multiplier and a 1.2x multiplier on the Elation buff. This Mindscape does provide a lot of offense, but it shouldn’t take priority over other vertical investments like W-Engines or DPS Mindscapes.
- M4: Low Value
- Energy is certainly a nice thing to have, but Lighter’s kit doesn’t depend on Energy and his “battery” effect is minimal.
- M6: High Value
- As expected, M6 is a giant upgrade, but it’s also super expensive. This Mindscape gives Lighter high personal damage, but it also increases his Morale recovery rate by double, meaning you’ll be quick-swapping and stunning enemies nonstop.
Lighter ZZZ Build Guide Overview
W-Engine
- Blazing Laurel
- Ice-Jade Teapot
- Hellfire Gears
- Steam Oven 5
Drive Disc
- Shockstar Disco 4
- Inferno Metal 2
- Swing Jazz 2
- Swing Jazz 4
- Shockstar Disco 2
Drive Disc Stats
Main Stats
- 4: Crit Rate%/Crit DMG%/ATK%
- 5: Fire DMG%/ATK%
- 6: Impact%
Substats
- Crit Rate/Crit DMG
- ATK%
- ATK/PEN
ZZZ Lighter Best W-Engines
Blazing Laurel
Base ATK: 713 | Impact: 18%
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.
The main “impact” of Lighter’s Signature Engine is the 25% Impact. With this buff and Impact stats on Drive Discs, Lighter will reach a ceiling of approximately 282 Impact, maxing out his Ice/Fire DMG buff.
The second passive effect increases the CRIT DMG of Ice/Fire DMG up to 30%, which is a nice bonus. Considering Lighter already provides a lot of DMG buffs, having a Crit DMG buff is a nice way to get multiple sources of damage scaling.
Overall, Lighter’s signature is an easy pick if you want to maximize his potential, but other options still come close.
Ice-Jade Teapot
Base ATK: 713 | Impact: 18%
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.
If you have Qingyi’s signature Engine, this will also perform quite well. The Tea-riffic buff can provide up to 21% Combat Impact, getting quite close to Lighter’s signature. However, getting 30 stacks of Teariffic in 8 seconds may not be feasible.
Let’s go with an estimate of 20 stacks a rotation. With 20 stacks, Tea-riffic will provide 14% Combat Impact. Under the same assumptions above, this would cap Lighter’s Impact at approximately 260 Impact. This would result in a Ice/Fire DMG buff of 70%. That’s pretty good.
The DMG buff on Ice-Jade Teapot is nice, but is relatively weaker due to Lighter already providing so much DMG%. Lastly, I would assume most players that have this Engine are already using it for Qingyi. If you were lucky and pulled two copies, hopefully you saved one to go on Lighter too.
Hellfire Gears
Base ATK: 684 | Impact: 18%
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.
Hellfire Gears is a Standard W-Engine that also works nicely. It has the same Impact Main Stat while also providing Combat Impact with the passive. The main caveat is that to get the full 20% Impact buff, you’ll need to have enough Energy to use EX Special twice.
However, if you do so, you’ll be able to reach a ceiling of 272 Impact, which is just enough to get the max Ice/Fire DMG buff. The bonus Energy Regen while off-field also synergizes nicely with both Lighter and the Engine itself.
Steam Oven 5
Base ATK: 594 | Energy Regen: 50%
For every 10 Energy accumulated, the equipper’s Impact is increased by 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.
If you don’t have an S-Rank Stun Engine, don’t fret. Steam Oven is a craftable and extremely competitive option. You might notice that Steam Oven doesn’t have an Impact Main Stat while other A-Rank options do.
However, the other A-Rank Engines provide things like Daze rather than Impact. Steam Oven’s passive will grant up to 25.6% Combat Impact. This means with Steam Oven, you’ll reach a cap of approximately 247 Impact. This is enough to get a 60% Ice/Fire DMG buff, and the passive is also the easiest to activate. You simply just need to save your Energy.
If you want to speed run, the ramp up time for Energy might be something to consider, so you can look into the other options that provide Impact Main Stat right from the get go. However, for 99% of players, Steam Oven should be your go to option outside of the others above.
ZZZ Lighter Drive Disc
Shockstar Disco
- 2-Pc: Impact +6%
- 4-Pc: Basic Attacks, Dash Attacks, and Dodge Counters inflict 20% more Daze to the main target.
Shockstar Disco should be your go to set for Lighter. The 2-pc bonus of 6% Impact is quite important to get Lighter’s Impact as high as possible. The 4-pc bonus also has a perfect bonus to stun enemies faster.
When it comes to 2-pc options, you can really use whatever you have. Inferno Metal for some Fire DMG, Swing Jazz for some Energy, or just two random pieces with good main stats/substats.
Swing Jazz
- 2-Pc: Energy Regen +20%
- 4-Pc: Launching a Chain Attack or Ultimate increases all squad members’ DMG by 15% for 12s. Passive effects of the same name do not stack.
For the most part, I recommend going for Shockstar Disco 4. However, there is a world where the 15% DMG buff from Swing Jazz is more impactful than stunning the enemy slightly faster.
It’s unlikely considering Lighter already provides so much DMG%, but it’s still an option. Just make sure to use Shockstar Disco as your 2-pc set.
ZZZ Lighter Drive Disc Stats
When it comes to substats for Lighter, it shouldn’t matter too much. Getting stats for his personal damage will be nice, but good substats will be more important on your DPS Agent.
You simply want to have Impact% on Disc 6, and everything else is a nice bonus.
Main Stats
- 4: Crit Rate%/Crit DMG%/ATK%
- 5: Fire DMG%/ATK%
- 6: Impact%
Substats
- Crit Rate/Crit DMG
- ATK%
- ATK/PEN
Lighter Skill Priority
Core Passive > Basic Attack > EX Special/Assist > Chain Attack > Dodge
Almost every Agent looks to level up their Core Skill first. This increases their base stats and upgrades their Core Passive. Considering most of Ligher’s utility comes from his Core Passive, it will certainly be your first priority to upgrade.
ZZZ Lighter Teams
As mentioned at the start of this guide, Lighter’s meta relevance isn’t as impactful as some of the other Agents we’ve seen come out. When looking at the Ice/Fire roster, there are only a few DPS Agents such as Ellen, Soldier 11, and Burnice.
Ellen Lighter Team
[ZZZ Caesar Guide] [ZZZ Lighter Guide]
Initially, I’m inclined to believe that this will be both Lighter’s best team and Ellen’s best team. Lighter wants to be paired with a Fire or Ice DPS, and Ellen is currently the best DPS within those attributes. Caesar is almost always the best 3rd teammate on any team, so there’s not too much surprise there.
However, we don’t know for sure that Lighter will heavily outperform Lycaon. While you can get 75% Ice DMG from Lighter and 3s Stun Duration, Ellen loses out on her Additional Ability which provides up to 30% Ice DMG. Lycaon also provides an extra 35% Stun DMG Multiplier.
If you don’t have Caesar on your Ellen team, a team of Ellen/Lycaon/Lighter can be very good. You’ll stun enemies extremely quickly with two Stunners and have a ton of utility to buff up Ellen.
However, we don’t know if this setup is noticeably better than Lycaon/Soukaku, and Soukaku is a free Agent.
Overall, when it comes to Ellen teams, Lighter can certainly be an upgrade, but he may not be as impactful as you’d want from a Limited Agent.
Soldier 11 Lighter Team
[ZZZ Soldier 11 Guide] [ZZZ Lucy Guide]
Overall, Lighter is a Stunner that doesn’t demand as much field time when compared to Agents like Qingyi or Anby. With this team, you can buff up the entire team’s damage, since everyone is Fire.
However, Soldier 11 already has a ton of DMG% buffs from her own kit, so the gain from Lighter’s Fire DMG buff won’t feel as impactful compared to other Agents. Even still, more damage is more damage.
The Fire RES shred from Lighter is also very strong, and Soldier 11 gets a buff when attacking Stunned enemies.
Overall, the Agent that looks to have the biggest upgrade from Lighter is Soldier 11. It’s quite likely that Lighter will be Soldier 11’s new best teammate.
Unfortunately, Soldier 11 isn’t exactly a top meta contender. She can definitely clear content when invested into, but compared to Agents like Ellen or Zhu Yuan, S11 definitely falls short.
Lighter Burnice Crit DPS
For this last team, we have Burnice in the role of Soldier 11. While Burnice’s kit encourages her to play off-field, many players have found her to clear better than Soldier 11 on the same Crit build. You won’t get as much damage from Burnice’s Afterburn, but you’ll frequently swap into Lighter to Basic Attack, so you’ll still get some decent Afterburn procs.
While Burnice’s best teams will be in Disorder teams, if you want to play with these two together, you definitely can. It will still perform better than the Standard S-Rank Agents (Grace/Nekomata/Soldier 11), but not quite as good as the top teams.
Lighter Miyabi Burnice (Speculative)
For the last team, let’s cover Miyabi. There is reason to believe that Miyabi will deal Ice DMG even though her Attribute symbol is new/special. Considering the release timing of Lighter, it’s very possible that this team plays together very well.
Lighter will buff the Ice/Fire DMG of both Miyabi and Burnice, shred RES, and stun enemies. This could be a very high damage Disorder team.
However, there are many factors we don’t know.
- Will Miyabi’s Additional Ability be active in this team? If not, is Lighter’s utility worth losing that AA?
- Does Miyabi play in a Disorder team? Or does she play more like a Hyper carry like Jane?
- Will Miyabi even deal Ice DMG?
Overall, there are many unknown factors for this team, but I do expect there to be some synergy. While it may not be the best team for these Agents, I’m fairly confident it will still be a strong team.
To be safe, I would wait for the Version 1.4 livestream to see more about Miyabi’s kit before pulling on Lighter for this team.
In Conclusion
This wraps up our initial guide on ZZZ Lighter. As with all of our early guides, there’s still more to explore/learn once Lighter is fully released.
While Lighter might not “break the meta,” he does have future potential as ZZZ adds more Fire/Ice Agents. We’ve been in an Anomaly meta for some time now, and Lighter will likely shine the most in a traditional Crit DPS team.
As more Attack Agents come out in the future, or even Support Agents, we may see a resurgence of Crit teams, giving Lighter a more dedicated spot in the meta.
Thanks for Reading! For more resources, check out our other Zenless Zone Zero Guides such as our ZZZ Tier List or ZZZ Best Teams.