Detailed guide on Lightyear in drive disks, as well as an analysis of the features of the character's mechanics. Let's look at examples of squads for implementing buffs in the "Dedication" state and the "Fighting Fervor" effect, highlight the priority eidoses of a representative of the Intimidation class and list everything that Lighter needs for pumping. We will separately analyze the relationship of skills and the principles of compiling a rotation in order to activate all effects in the shortest possible time.
Lightyear is a charismatic young man with a difficult past who became a member of the faction. Caesar King. In his behavior, he adheres to the image of a "bad guy", but in fact remains quite understanding and kind, although he does not hold back from caustic comments. The glory of a skilled fighter goes before him - in battle, Lighter relies on brute force, but strives for a clean victory without spilled blood, because just the sight of it can make him lose consciousness. As a game character, he is a representative of the Intimidation class with a fire type of damage, stuns opponents and reduces resistances.
Rating | S+ position in dash list |
Rarity | βββββ |
when added to the game | November 27 2024 city |
How to get a character | Banner "Dedicated Channel" |
Specialty [class] | Intimidation |
Attribute [element] | Fire |
Impact type | Crushing |
Fraction | Sons of Calydon |
Role in the squad | Stun, buffer, secondary DPS agent |
Growth | 190 ΡΠΌ |
Voice actors |
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How to Get Lightyear in Zenless Zone Zero
For the first time, Lightyear will be available in the "Dedicated Channel" banner in patch 1.7, which will be available on time. May 13 to June 5 2025 At the same time, it will be possible to obtain the signature amplifier "Flame Crown" from the amplification channel. After the limited banner ends, it will be impossible to knock out this S-rank character.
Add to Bookmark article with with updating banners, so as not to miss Lightyear's rerun in ZZZ.
Features
The value of Lightyear's basic stats, such as HP, Defense, and Attack Power, increases with leveling. At intermediate stages of ascension, you can also study Proficiencies to increase the stat. momentum. The exact stat values ββcan be found in the table below:
Level of | Health | ATK | DEF | Basic impulse |
1 | 677 | 109 | 49 | 119 |
10 | 1935 | 214 | 143 | 119 |
20 | 3286 | 325 | 244 | 125 |
30 | 4636 | 461 | 344 | 125 |
40 | 5985 | 573 | 445 | 131 |
50 | 7335 | 709 | 546 | 131 |
60 | 8253 | 798 | 613 | 137 |
Lightyear's Basic Skills
As an agent of the Intimidation class, Lightyear specializes in stunning enemies with attacks, which allows him to quickly fill the stun gauge and trigger a chain of attacks from allies. In addition to the basic function of a stunning character, he can act as a buffer by reducing resistance to fire and ice, which significantly strengthens the main combat units of the squad, such as the agents of Attack or Anomaly.
The most deadly and stunning attacks are fifth final blows and the light push and combination that precede them. It is this ability that most of the buffs in active skills and inclinations are aimed at. Some of Lightyear's abilities do not reset the combo count of regular attacks, but the skill set does allow you to skip the first stages of "hand" blows and go straight to the final moves.
The gameplay is based on the state of "Selflessness" and "Fighting Spirit" points, which are ively accumulated throughout the battle. In the stance, all ive inclination enhancements come into effect, starting with a cut of resistances and damage bonuses, ending with a huge increase in the damage inflicted by the young man. Revealing this effect can allow you to consider the agent for the role of the main DPS of the team or a secondary damage-dealing unit. Below, we will analyze in detail how Lightyear's skills work to create an optimal rotation when playing with this agent of Intimidation in the team.
Basic Attack "L-Thunder Strike"
Performs up to five strikes, dealing physical and fire damage to the target. Holding the button or fulfilling additional conditions will extend the current stage's combo:
- During the third attack (a combination of quick physical attacks) Move the joystick away and continuously press or hold the basic attack button to continue the combo with additional attacks.
- Release the joystick to move to fourth stage basic attack. If you move the joystick and hold the button during the fifth stage's light attack, Lightyear will begin a continuous alternation of the fourth attack and the fifth light attack (a dash towards the enemy and a kick with a fire sign). During the series of attacks, a bonus 40% reduction in damage taken is applied.
- Release the joystick but continue holding the basic attack button to continue the jab sequence for the fifth move.
- When performing jabs fifth attack Release the Basic Attack button to activate the final chain of moves and end the combo with a powerful explosion. Lightyear also takes 40% less damage during his fifth attack.
When Fighting Spirit reaches 80, the 80th basic hit can trigger the Selfless state and increase Interrupt Defense and Incoming Damage Reduction by XNUMX%.
Evasion "Step into the Shadow"
- With a simple press of the button, it performs a quick dodge, which allows you to avoid incoming damage from enemies in a state of invulnerability.
- Trigger a dodge while the character is attacking to perform sideways deviation, set by the joystick. Using this type of dodge does not interrupt the countdown in combo normal attacks - the young man will continue the chain of attacks of the current stage.
Dash Attack "Knuckle Slam"
After dodging, use a normal attack to deal physical damage to the nearest target.
Counterattack "Burning Strike"
After a perfect dodge, press attack to strike the closest target with fire damage. After the counterattack is complete, press or hold the basic attack button to switch to fifth stage.
Special Attack "V-Strike of Dawn"
All forms of EX ability gain increased interrupt resistance.
- When activated simply, it attacks the enemy in front of it from the bottom up, dealing fire damage to the target.
- Using a special attack during sideways deviations Performs a series of short attacks with a fire attribute. This type of skill does not interrupt the combo count of normal attacks.
Enhanced Special Attack "V-Strike of Dawn (Full Power)"
With enough energy, use the skill to perform a powerful uppercut. While performing the skill, press the button again and use more energy to perform a powerful additional attack while invulnerable. An additional press of the EX ability will immediately start the chain of basic attacks from the fourth stage.
To go to fifth stage After using a strengthened special attack, you must activate the skill during sideways deviations.
Attack Chain "V-Strike of the Scorching Sun"
During a chain of attacks on a stunned target, Lightyear will enter the field and strike the primary target, dealing Fire damage to a small area around the primary enemy.
Super Ability "Hell's Signature W-Strike"
When the decibel level is high enough, activate Lightyear's super. The agent will punch the enemy and trigger a blast wave over a large area, dealing fire damage to targets in the blast zone.
Quick Aid "Burning Strike (Defensive)"
Take advantage of the agent change when the active character is hit. Lightyear will enter the field and punch the nearest target, and then will be able to attack with basic attacks immediately from fifth stage.
Help in the defense of "Respite"
Before the active agent attacks, use the hero swap. Lightyear will block the attack and will be able to fill the stagger meter on the enemy more effectively.
Assist in additional attack "Knuckle Strike (Poke)"
After assisting in defense, use a normal attack to deal fire damage to the enemy. Holding or pressing the basic attack again will allow you to switch to fifth hit from a combo and deal more damage to the target.
Main ive Skill: "Fuse"
"Fighting Spirit" Lighter automatically accumulates at a rate of 2,9 per second. When allies spend energy, he gains an additional 0,26 per resource, up to a maximum of 100. When Morale reaches 80, Lighter's next appearance on the battlefield will immediately trigger Quick Aid.
At the moment when the "Fighting Spirit" exceeds the 80 point mark, the young man can move on to state of "Selflessness" after the start of the fifth hit from the basic attack chain:
- Under this effect, the initial attack, series of jabs and finishing fifth blow gain a bonus to damage dealt and spend "Fighting Spirit". Every 10 units spent is converted into 1-2% momentum, up to a maximum increase of 10-20%, which will last on the agent for 6 sec.
- During the state, points are not accumulated, but only spent. If the supply is spent at the beginning or in the middle of the fifth stage combination, the young man will automatically switch to an even more powerful finishing blow.
- Under the effect, you can reduce enemies' resistance to Fire and Ice attributes by 15% for 30 sec when using the initial light strike and jab series.
- The final hit from the fifth basic attack combo will show the effect "Rout" on the target, increasing the duration of the stun by 3 seconds. Status "Rout" can be activated once on the same target before they are released from the stun state.
- When Lightyear leaves the field or performs a fifth finishing attack on an enemy, the Selfless state ends, preserving any unspent Morale points. The state will also end when the resource runs out.
Additional ability "Fighter's Spirit"
If there are representatives of the class in the squad Attack or of the faction "Sons of Calydon", dealing damage with attacks from the Stage 5 combo chain while in the Selfless state will grant the following effects:
- The entire team gains 1 level of Fighting Fervor for 30 seconds. The effect can stack up to 20 times, and repeated summons refresh the duration.
- Each stack of Fervor of Battle increases the bonus to Frost and Fire damage by 1,25%.
- For every 10 units of Impulse above 170, the effect of "Battle Fervor" is increased by 0,25%.
- When any character in the party triggers a chain attack, the duration of Battle Fervor is refreshed for the entire party.
This way you can get up to a maximum of +75% bonus to ice and fire damage for all squad .
The order of leveling skills
Prowess = Basic Attack > Special Attack (EX) > Chain Attack (QTE) = Assist > Evasion
Distribute the accumulated resources to upgrade Lightyear's skills in the following order:
- disclosure inclinations Lighter will lead to increased combat potential as a sub-DD and stunner, since most of the hero's strength lies in the constant accumulation and spending of "Fighting Spirit" points with subsequent buffs for him and the team;
- playing as an agent requires relying on combos basic attacks to stun opponents and deal high fire damage, in addition, it is through regular attacks that all buffs for squad are manifested;
- special attacks Lighter has devastating potential, and using a charged EX skill will allow you to immediately switch to the most powerful finishing blow of the combo;
- attack chain ΠΈ help are the least priority targets for leveling, unless you consider Lightyear as the main damage dealer, otherwise these skills do not bring any value to the standard position of the Intimidation agent;
- evasion It can become part of a regular attack and be used to quickly launch a counterattack with the activation of the fifth strike, but otherwise the skill in question is of no value to the agent.
How to Play Lightyear: Rotation
The game for Lightyear is built from normal attacks and a set of units "Fighting spirit", which results in various buffs and special effects. The agent ively gains stacks during battle or when allies spend energy for EX skills, and after filling the bar above 80 points, can enter the state "Dedication"To do this, you need to get to the strike from the fifth combination of basic attacks, which can be done in the following ways:
- Progress through the basic hand-to-hand punch combination to the final stage.
- Use the "Quick Aid" skill from a class ally or perform "Additional Attack Assist" - bring the young man onto the field when the active agent is about to be hit.
- Perform a counterattack after a perfect dodge and continue pressing the basic attack button.
- Perform a powered up special attack that uses energy after dodging to the side. This requires moving the joystick while the fighter is performing attacks.
- Additionally, you can advance to the fourth stage of the combo by double-tapping an enhanced energy-consuming special skill.
The above actions will put the champion into the "Dedication" stance and allow him to use the buffs described in the ive effects of the inclinations. Thus, to reveal the potential of the young man, it is enough to wait for the accumulation of "Fighting Spirit", go into the "Dedication" stance and activate the fifth combo.
Based on the considered connections of skills with the fifth phase of "punches" and a unique state, Lightyear's rotation in the team is built as follows:
- In the preparatory phase, use your allies' energy and stun the enemy as the By champion, using basic attacks and quick transition combos to the fifth stage. This will accumulate a reserve of "Fighting Spirit". When you reach the 80-point bar and activate the fifth light strike, you will enter the "Selflessness" state, in which you can reduce the resistance of your enemies to ice and fire damage.
- Get Lightyear onto the field via Defense Assist and immediately attack the enemy to advance to Extra Attack Assist, which will help start a combo from stage 20. After the first light hit, hold down the Basic Attack button to perform a combo until the signature final hit. This will use up the Fighting Spirit reserve and accumulate XNUMX levels of Fighting Fervor.
- If necessary, use an EX skill to apply even more stun.
- Switch to the next champion during "Defensive Assist" or chain attacks. Unspent "Fighting Spirit" levels will be saved and accumulated buffs will continue to last until the duration expires.
- Return to this agent as needed and when buffs expire. To maintain the resistance cut, you need to repeat the rotation with the expenditure of "Fighting Spirit" at least once every 30 seconds.
The best eidoses Lighter
Lighter's mental picture is filled with agent duplicates, which can be obtained while searching for a signal in the name banner. With each eidos received, the most powerful enhancements are unlocked for the character:
1: The Undefeated Champion | The duration of the target's stun from the "Rout" effect described in the main ive skill is increased from 3 to 5 seconds. At the same time, the target's resistance to fire and ice damage is reduced by an additional 10%. If "Fighting Spirit" is depleted when the initial light strike or jab series is activated, the final signature strike will deal 30% more damage. |
2: Red scarf | When Ravage triggers on a target, the Vulnerability Multiplier is increased by 25%. The Fire and Ice damage bonus from Fervor is increased to 120% of the original. |
3: Mercenary commander | The level of basic attack, evasion, assistance, special attack, attack chain is +2. |
4: Sunglasses | When Lightyear is out of the field, the active agent regenerates energy 10% faster. When entering the "Selflessness" stance, the young man restores 4 units of energy to agents in the pocket. The effect can occur once every 18 seconds. |
5: Strategize | The level of basic attack, evasion, assistance, special attack, attack chain is +2. |
6: Survivor | The recovery efficiency of "Fighting Spirit" is increased by 200%. When Lightyear lands a heavy blow, it triggers the "Fire Bolt" effect, which deals damage equal to 250% of the attack power. The effect can be triggered no more than once every 1 seconds on the same enemy. For every point over 170 Lightyear Pulse, Fire Bolt's damage is increased by 5%, up to a maximum of 500%. When the Fighting Spirit pool is depleted during the initial strike or jab sequence, the effect automatically recharges and can be retriggered. |
Lighter's best consts are - first, second ΠΈ sixth.
- First consta significantly increases the time the enemy remains stationary, which allows you to easily perform the necessary rotations and apply effects. In addition, there is a significant bonus for a fire or ice damager in the form of a 10% cut of the target's resistances. After all the points of "Fighting Spirit" are spent, Lightyear will inflict increased damage with a signature attack, which also becomes an advantage for the sub-DD role.
- Effect of second consty equates the By champion to such s as Lycaon, which increase damage to the enemy in a stunned state. The second part of the boost works when the conditions for activating the additional ive are met and effectively gives another +15% to the ice and fire damage bonus to the original 60%.
- thanks sixth const Lighter can be considered as a full-fledged damage dealer with an impressive amount of damage. Despite the fact that the effect of "Fire Charge" appears once every 8 seconds, such an attack will have a significant effect on the enemy and quickly reduce their health bar. The restoration of points of the ive status "Fighting Spirit" is significantly increased, which allows Lighter to enter the state of "Dedication" more often, in which he activates all buffs for allies with Fire or Ice attributes.
Advantages and disadvantages of Lighter
After a detailed look at Lightyear's active and ive skills in ZZZ with a demonstration of his abilities, we can highlight his weaknesses and strengths as a combat character:
Advantages | Disadvantages |
Grants party a reduction in attribute damage resistance, which is an extremely powerful buff that is more useful than even defense cut or defense ignore. | The buffs to the Dedication status and the Fighting Fervor effect are only aimed at enhancing the Fire and Ice elements, which limits the variability of harmonious squads involving Lightyear. |
Deals damage with fast basic attacks, most of which are good at interrupting opponents. For this reason, it is a good choice for beginners who have trouble with complex combos. | In a short time, it is possible to move to the fifth stage of the basic attack through a limited number of combinations. If the rotation is not observed or the moment for moving to the combo is missed, the time for launch is lost, which is critical when ing complex content. |
In squads, he plays three roles at once: stunner, buffer, and secondary DPS. He is not deprived of personal damage, which goes hand in hand with buffs and a good stun. | Being a melee fighter, he fights at a dangerous distance and can easily get hit by enemy attacks. Most of the young man's attacks, although they interrupt monsters, are far from all. |
Lightyear upgrade
All materials for pumping Lightyear are presented in the table. Resources for ascension and skills are obtained in combat simulation trials. To increase the inclinations, you need resources from weekly bosses and elite opponents from the "Expert Challenge" and "Ruthless Hunt":
Leveling | Materials | Price |
---|---|---|
Level of | Γ4 Entry Level Intimidation Token |
Γ800 |
Skills | ||
Makings |
Best Lightyear Builds in Zenless Zone Zero
Lighter is able to take the place of an auxiliary damage dealer, while acting as a buffer for the entire squad with an ice or fire attribute. The agent not only quickly accumulates a stun on the enemy, but also deals good damage to the target due to ive abilities. Lighter's build should include the following characteristics to receive stable damage and effective target control during the battle:
- pulse - a key characteristic for the Intimidation class, the buff of the additional ability also depends on it;
- attack power - this indicator affects all damage inflicted by the hero;
- Fire Damage Bonus - Increases damage from fire attacks;
- Crit. damage/chance - is collected in a ratio of 2:1, where 120% damage s for at least 60% chance.
Defensive stats won't be a bad thing for Lightyear, as the agent will spend most of his time fighting close to dangerous opponents and stunning them. In the following sections, we'll take a closer look at how to build Lightyear into ZZZ to effectively stun opponents and deal decent damage.
Best amplifier [weapon]
Lightyear's best weapon is his signature amplifier. "Flaming Crown", which increases the value of the buffer when paired with an ice or fire agent that plays from crits. When looking for analog amplifiers, it is worth focusing on finding bonuses to the indicator momentum:
Amplifier | Effect |
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βββββ Base attack power 48-714 Impuls: 7,2% -18% |
When using Quick Aid or Perfect Aid, the Impulse of the agent equipped with this booster is increased by 25-40% for 8 sec. When you damage an enemy with basic attacks, the target gains the Suppression status for 30 sec. The effect can stack 20 times, and is also refreshed with each hit. For each stack of Suppression, the allied hero gains 1,5-2,4% bonus to Fire and Ice crit damage. |
βββββ Base attack power 48-714 Impuls: 7,2-18% |
When a basic attack hits an enemy, 1 level is given. The powers of tea. Each level of Tea Power increases the momentum of an agent with this item by 0,7-1,4%. The effect stacks up to 30 levels, lasts 8 seconds, the duration of each level is counted separately. When receiving the Tea Power effect, if an agent with this item has 15 levels of Tea Power or more, the damage dealt by all party is increased by 20-32%. The effect lasts 10 seconds. Identical ive effects do not stack. |
βββββ Base attack power 46-684 Impuls: 7,2-18% |
When hitting an enemy, the damage and stun dealt by a basic attack is increased by 6-12%. The effect stacks up to 5 times and lasts for 8 seconds, and can only be triggered once at a time. The duration of each level is calculated separately. |
βββββ Base attack power 46-684 Impuls: 7,2-18% |
An agent with this item restores energy outside the battlefield for 0.6-1.2 per second faster. When launching a boosted special attack, the Impulse value increases by 10-20% - this effect stacks up to 2 times and lasts 10 seconds. The duration of each level is calculated separately. |
ββββ Base attack power 40-594 Impuls: 6-15% |
If an enemy's health is at least 50%, an agent with this item will deal damage to that enemy. 10-16% more stun. If HP is not lower than 75%, the bonus is additionally increased by 10-16%. |
ββββ Base attack power 40-594 Impuls: 6-15% |
An agent with this item receives level 1. charge once every 3 seconds - this effect can stack up to 6 times. Using an Empowered Special Attack consumes all charges. Each charge effect increases the skill's stun by 4,0-6,4%. |
βββ Base attack power 32-475 Impuls: 4,8-12% |
An agent with this item deals damage to the main target of attacks. 8-12% more stun. |
In a separate article we looked at all existing amplifiers in ZZZ and gave examples of agents suitable for the role of their carrier.
Best Drive Discs [artifacts]
The selected artifacts for Lightyear should increase the value momentum for the best performance of the additional ive ability and the intensity of the applied stun. In the variation of the build for the position of a secondary damage dealer, you can consider sets of drive disks to increase Crete. chance ΠΈ fire damage.
Drive disk | Effects | Recommendations |
---|---|---|
2 parts: increases the impulse by 6%. 4 parts: Basic attacks, dash attacks, and counterattacks after dodging inflict 20% more stun on the main target. |
The most important set, which increases not only the value of Lightyear's impulse, but also the effectiveness of the stun. In combat, the agent relies on a combo of basic attacks, and in the context of a dynamic battle, other actions will be used to obtain the buff. It is recommended to supplement with parts from "Inferno Metal" ΠΈ "Dyatlokor-electro". |
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2 parts: increases fire damage by 10%. 4 parts: when hitting a burning enemy, the chance is critical. The owner's hit rate is increased by 28% for 8 sec. |
Two parts of the set are suitable for assembly under the initial position of the sub-DD squad, and a fully assembled set will also look good. Lighter's own damage will increase significantly if the agent's attack target is subject to the Burning effect every 8 sec. It is best to complement with two parts from the set "Shokstar-disco" for the sub-dd position. If we consider Lightyear as a damage dealer with less emphasis on stunning, then it would be more suitable "Dyatlokor-electro". |
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2 parts: critical chance hits increases by 8%. 4 parts: Every time a basic attack, a counterattack after dodging, or a boosted special attack scores a crit. damage, the wearer receives 1 level of enhancement. For each stack, ATK increases by 9% for 6 sec. The buff duration differs for different skills. |
A couple of artifacts from this set will be a great addition to any two sets, depending on Lightyear's position in the squad. The full set has less stunning potential and is more focused on increasing your own damage. Complete set, supplemented by 2 parts "Shokstar-disco", will be suitable for the position of auxiliary damage dealer-stunner. A couple of disks from "Inferno Metal" worth equipping to strengthen the secondary DD role. |
In the special guide you can find out more about drive disks and learn more about ways to combine sets.
Recommended characteristic values
The main characteristics to look for when punching out drive discs are:
Position | Basic parameter |
1 | Health (permanent) |
2 | Attack Power (Permanent) |
3 | Protection (permanent) |
4 | Crit. chance/damage β a priority, knowledge of anomaly (alternative for abnormal assembly) |
5 | Attack Power/Fire Damage Bonus - a priority, penetration% (alternative) |
6 | Impuls |
Final indicators of the main parameters for comfortable play:
- health: 10 units and higher;
- Attack Power: not less than 1 units;
- pulse: from 180 units;
- Crete. damage: 120% (optional);
- Crete. chance: 55-60% (optional);
- knowledge of anomaly: up to 250 points (optional).
Best Banbu
When choosing a banbu for Lightyear, it is worth relying on the needs of the team, and not on the agent's own needs. In elemental squads of the fire or ice attribute, it is better to lean towards choosing a helper hare of the appropriate element to strengthen the main damage dealer. Otherwise, you can consider a wide variety of mechanical hares depending on the vast majority of agents of a different attribute, faction or specialization.
Banbu | Skills |
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All available information about companion rabbits is collected in a separate banbu guide with a tier list of the best.
Squads for Lightyear in ZZZ
Let's take a closer look at who Lightyear plays best with in Zenless Zone Zero. Due to the conditions in the hero's additional ive skill, to fully unlock his potential and receive strong buffs, the squad must have representatives of the Attack class or of the Sons of Calydon faction. In the first case, Lightyear takes the sub-DD position and helps defeat dangerous opponents, quickly stunning targets due to the high momentumIn the second situation, the champion can also act as the center of the team, dealing no less damage than a classic damage dealer.
In builds with alternative Assault agents that do not belong to the elements of ice and fire, the young man acts as a regular stunning agent. Characters will not be able to realize attribute bonuses and inflict increased damage on enemies with reduced resistances, but will take advantage of the stun window that Lightyear creates.
Best characters
The best allies for Lightyear will be the agents of the Offense, who deal fire or ice damage. Separately, you can consider the fighter in combination with heroes of the Anomaly class or within a group of "Sons of Calydon", where he will take the role of a (de-)buffer.
Character | Specialty/Attribute | Features |
---|---|---|
Main DD with burst damage, plays off of the stun on targets. Synergizes well with Lightyear and gets a powerful buff to the main attribute from him. | ||
A great Ice-attribute main damage dealer with a simple playstyle. With the buff from Lightyear's ive, Ellen will take even more damage to targets hit by the agent's attacks. | ||
A mobile fire damage dealer who utilizes the damage buff to her own attribute that Lightyear grants her. Eveline deals high damage to both single targets and groups of enemies. | ||
A classic fire-attribute damage dealer who will be happy to enter the field after being stunned by Lightyear not only with the damage buff he received, but also with a fire-element-colored weapon due to his own special ability. | ||
A free Assault class agent that will pair well with Lightyear in the early stages of the game. Although Billy does not receive a buff from the Intimidation agent ive, he can be considered as a temporary damage dealer and played from the rotation after the stun es. | ||
A F2P damage dealer option for the early game and mid-game before the hard combat content arrives. Corin's immobility will be offset by the effectiveness of Lightyear's stun attacks. As an Intimidation hero, he will create excellent space to deal damage. | ||
Miyabi's specialty is that it can be played in a number of different styles, one of which is the classic build with an Intimidation character. Lightyear will provide Miyabi with a stun window, an ice damage buff, and a reduction in attribute damage resistance. Additionally, due to Miyabi's independence and short personal rotation, it is quite capable of losing the field to her. | ||
In a team with Bernice, Lighter will be able to take the position of a damage dealer due to the heroine's gameplay features. The agent will also gain Morality levels faster due to the girl's constant energy expenditure and active use of the skill in battle. | ||
Frequent use of Piper's skill will help her gain Morale levels faster. Lighter's ive abilities will not be particularly useful for the heroine, but she can be considered as one of the damage dealers in squads with Anomaly. | ||
An excellent pocket buffer with various mechanics: additional damage and attribute application outside the field, buffs on attack power and critical damage, as well as a chain of attacks without stunning the enemy, healing and frequent call for quick help. | ||
Lucy synergizes well with Lightyear, receiving a buff to his fire damage and in return increasing his attack power, which enhances the hero's signature attacks. | ||
A top-notch starting that provides control and defense reduction to her party. Doesn't require an additional ive ability to be activated, so she can easily be added to any squad in the slot. | ||
A strong ice that gives the main damage dealer of the pack a massive attack power buff. When paired with an ice damage dealer, it increases the ice damage bonus, which can be used to advantage in cooperation with Lightyear. | ||
The hero of the Ice Intimidation can be used to hang additional resistances on targets. The character is distinguished by a simple combination of skills and long buffs, so he can be present in squads only to strengthen the main DD, and give up the role of stunner. | ||
Like Lycaon, this is the same position as Lightyear, but has different functions. The builder faction leader increases chain attack damage, which can be used in some squad builds. | ||
Suitable for the squad as a sub-damager of Intimidation, dealing damage from the "pocket". The heroine has a similar faction, which will allow both heroes to activate the enhancement of the Inclinations. | ||
A with many functions that will help Lightyear stun targets and shield him from most of the incoming damage while performing a combo of normal attacks. | ||
An epic Defense character who covers all allies with a shield. In addition to defensive skills, he copes well with stunning, which will help Lightyear with incapacitating enemies. |
Best Teams with Lightyear
When composing a team with the champion Ob'eznaya, it is better to lean towards choosing classic damage dealers and assistants of the ice or fire attribute. However, if necessary, Lighter can be played in teams with representatives of other elements, but in this case, they will not benefit from the buffs. The table shows the best squads for Lighter and F2P options:
Character 1 | Character 2 | Character 3 | Banbu | Recommendations |
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A variant of a squad with the dominance of the fire element. In a variation of a team with Soldier 11 or Evelyn, Lightyear takes the position of a classic sub-DD and helps DPS enter the field in the most advantageous way. In a build with Bernice, the hero becomes the main damage driver and stays on the field for a longer period of time, activating damage from the "Burn" status. | ||||
Ice build with Ellen, Miyabi or Hugo. The young man will significantly increase the ice damage of the damage dealers and make the entry into the field more effective. Despite the fact that with the right rotation, Lightyear can take a lot of time on the field, this will not affect the DPS of the main DD in any way, but will only help to profitably enter the arena during the chain of attacks under the influence of all buffs. Lycaon can also be considered in place of Sokaku, which provides additional resistance reduction, but is less involved in stunning. In of synergy for quickly stunning a target, Trigger looks great for a bundle with Hugo. | ||||
Zlobnobu |
The factional team "Sons of Calydon", in which, depending on the presence of Piper, either the girl or the agent of Intimidation will spend most of the time on the battlefield in the position of a damage dealer. Buffs from Lightyear's attacks under the influence of ives will be useful for squad with the Fire attribute. | |||
In this team, Lightyear won't be able to properly the damage dealer Zhu Yuan, but will act as a great Intimidator and sub-DD. With Nicole's Quick Aid and effective crowd control, together they will create the best space for Zhu Yuan to deal DPS and then quickly enter the field. | ||||
Together, the heroes will quickly stun targets and launch chain attacks due to the "Cowardice" effect, which is applied together with Onslaught. Caesar's barriers will protect against unwanted damage during the rotation for Nekomata. Lightyear will the girls with stunning, while inflicting significant damage to the target with fire. | ||||
F2P team for early game with available heroes and Banbu. Due to the presence of heroes of the class of Offense, Lightyear's additional ive ability will be active, but will not give allies bonus damage. During the fight, follow the classic rotation of the Intimidation hero to enter the field Nicole and then attack with the chosen damage dealer. |
Examples were shown in a separate guide best teams in ZZZ.
Is it worth knocking out Lightyear in ZZZ
Lightyear is a powerful but highly specialized Intimidator that, in addition to stunning, provides serious to allies of certain attributes, either Ice or Fire. To distribute buffs and debuffs, the fighter performs long combos of "off-hand" moves and accumulates a reserve of "Fighting Spirit" to enter a special stance "Selflessness" with powerful buffs. Recommended in a build with classic damage dealers and even hypercarries who play from crits, since he is able to multiply their damage. In ideal conditions, he spends a significant amount of time in the arena to perform a powerful finishing blow, but can greatly reduce the rotation so as not to take away time from the main combat unit.
It is important to note that the hero fully reveals himself without investing in cons and signa, which only increase his buffer potential. With the correct execution of a simple rotation, the fighter quickly accumulates stun points, launches chains of attacks, distributes buffs and deals decent damage. Lighter is worth knocking out for those who intend to strengthen packs or start playing with damage dealers of the Ice or Fire elemental attacks. In other builds, the character will only increase his personal DPS potential and take time on the field from the main damage dealer, without providing anything in return.
Lightyear Trailers
Character Demo "Technical Knockout":
Lightyear's "Fearless" EP:
We hope this guide helped you put together the best build for Lightyear in Zero's Zenles Zone. If you have any questions about how the character's abilities work, his ive skills, and the rotation that takes place within different squads, be sure to leave a comment. comment. In the special section of our website, see builds in ZZZ on all characters.
Is it worth knocking out a lighter for a shark if there is a lycaon and qingyi?
Is it worth knocking out if I plan to knock out Yi Xuan again?
There is a choice, to knock out Hugo or the sign for Lightyear
Does it make sense to knock out the signal (if you have the gear of hellfire) or is the difference not significant and you can focus on Hugo?
Judging by the tests, "Gears" are inferior to Signa by about 10% in stun and damage. But in Signa and the buff is not bad for ice and fire DDs, so proceed from the potential squad: if you need to strengthen the current DD in the pack, then Signa, and if Lightyear simply has no one to give this buff, then Hugo.
I see, thank you very much
With Evelyn's release I wanted to knock it out, I'll wait for the rerun
when is rerun?
Now
Is it possible to put soldier 11, lightyear and carol on the team?
Will it be good to play with Kolyada and Beg?
I tried it in his event and really liked it
Or is shark more relevant?
Benom*
without ddsher or caledon gang his ive does not work. and this is a loss in fire/ice damage from 25 to 75% depending on the number of impulses.
The character is very strong, but signal is required for a full buff.
Lightyear turned out to be very strong. I think it's also good as an investment in the future.
Hello! Please tell me: In the team of Burns, Lightyear and Lucy, is it better to put Mockus or Rocketaba?
Mockus will be better
The mechanics of the short side dodge are so inconvenient for me that it really pisses me off
I'll spin this guy for the sake of Ben's core
I really want to put together a pack where everyone will deal damage. Ben, Critical Liter and Lucy!
if the lighter is e6, then you need to collect 270 impulse and maximum atk, so no crits.
Hmm, the description sounds like a very useful unit that will play great with both Soldier and Shark. Now I'm not even sure if it's worth spinning Yanagi without having a decent squad for her, if Lightyear can boost a couple of Soldiers/Lucy well and swap it with Caesar in a shark pack if necessary. Difficult π΅βπ«