
Lighter is a premier Fire Stun agent who significantly enhances party performance through RES reduction and Stun duration extension. His ability to provide substantial team-wide buffs while maintaining elite break potential makes him a high-priority acquisition for Fire and Ice team compositions.
Lighter functions as a dynamic Stun agent who accumulates Morale over time to enter the powerful Morale Burst state. In this mode, his Basic Attack sequence is enhanced and he gains the ability to apply the Collapse effect to enemies, extending their Stun duration. Furthermore, he reduces enemy Ice and Fire RES while providing team-wide damage buffs via Elation stacks, bridging the gap between crowd control and party support.
W-Engine
Blazing Laurel
S-rank — Impact, best in slot
Disk Set
King of the Summit (4-PC)
4-PC · Best in slot
Disk 4
CRIT Rate% >= CRIT DMG%
Main stat
Disk 5
ATK% = Fire DMG% = PEN Ratio%
Main stat
Disk 6
Impact
Substats
CRIT Rate >= CRIT DMG = ATK%
Primary damage source.
EX delivers strong damage.
Chain burst.
Passive enhancement.
Negligible.
Switch into Lighter via Quick Assist, activate Morale Burst, and complete the 5th hit combo to apply RES shred and Elation stacks.
Ensure Lighter triggers the Finishing Move during the Stun window to apply the Collapse effect, extending the vulnerable period for main DPS.
Review and adjust rotations based on your specific team composition.

Impact
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.
Why it works —Blazing Laurel is the BiS, providing massive Impact buffs and enabling a high-value CRIT DMG multiplier for the whole team.

Impact
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.
Why it works —Ice-Jade Teapot offers consistent Impact scaling and a powerful flat DMG boost for the entire squad.

Impact
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.
Why it works —Hellfire Gears provides essential Energy regeneration for off-field support and decent Impact spikes during combat.

Impact
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.

Impact
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%.
Why it works —Precious Fossilized Core is a viable F2P option that rewards aggressive play against high-HP enemies.

Disk 4
CRIT Rate% >= CRIT DMG%
Disk 5
ATK% = Fire DMG% = PEN Ratio%
Disk 6
Impact

Disk 4
CRIT Rate% >= CRIT DMG%
Disk 5
ATK% = Fire DMG% = PEN Ratio%
Disk 6
Impact

Disk 4
CRIT Rate% >= CRIT DMG%
Disk 5
ATK% = Fire DMG% = PEN Ratio%
Disk 6
Impact

Disk 4
CRIT Rate% >= CRIT DMG%
Disk 5
ATK% = Fire DMG% = PEN Ratio%
Disk 6
Impact
Lighter
Stun
Hugo
Attack
Lycaon
Stun
High-usage endgame shell featuring Lighter, Hugo, Lycaon. Built around Lighter's Stun role with teammates covering stun, buffs, or secondary damage.
Primary Stun — owns the damage / utility identity of this squad.
Attack partner who covers gaps while Lighter handles the main role.
Opens stun windows so Lighter can dump burst damage safely.
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 30 s. 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.
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%.
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%.
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.
Rapidly strikes enemies in front, dealing Physical DMG.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Is it worth getting?
High priority: Enhances Stun duration and adds important RES debuffs, making it a major QoL improvement.
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.
Is it worth getting?
Useful tempo upgrade — smoother resources, stun windows, or rotation uptime.
Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
Is it worth getting?
Skill-level bump only — fine on the path to higher Mindscapes, not a pull goal by itself.
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.
Is it worth getting?
Useful tempo upgrade — smoother resources, stun windows, or rotation uptime.
Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
Is it worth getting?
Skill-level bump only — fine on the path to higher Mindscapes, not a pull goal by itself.
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.
Is it worth getting?
Luxury: While immensely powerful, it is unnecessary for clearing content as the kit is already complete at baseline.
Lighter is viable and competitive at M0. First stop: M2. Endgame target: M2.
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