- Rank:
- Specialty: Stun
- Attribute: Fire
- Faction: Sons of Calydon
- Real Name: Unknown
- Birthday: 27 December
- Release: 1.3
Lighter is an intriguing 5-star stunner. Beyond his excellent ability to stun enemies (as expected from a stunner), he also deals decent damage for a character not focused on a pure DPS role. On top of that, he provides valuable team support through direct or indirect damage boosts.
What truly stands out about Lighter is his ability to significantly enhance the damage of both Fire and Ice element characters, an unusual but effective combination. This makes him an excellent fit for teams with a Fire or Ice Main DPS, as well as certain Anomaly damage teams (typically Fire Anomaly, where he pairs well with Burnice, for example).
Base Stats
Lighter Stuner
Lighter's build is straightforward, following the typical setup for Stun-role characters. Prioritize Impact above all else (aiming for an ideal maximum of 270 points in this stat), and then focus on boosting his damage.
Skills Priority
Best W-Engines
Blazing Laurel
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.
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 28.75% 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 1.72%. Only one of this effect can be active at a time in the same squad.
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 32.5% 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 1.95%. Only one of this effect can be active at a time in the same squad.
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 36.25% 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 2.17%. Only one of this effect can be active at a time in the same squad.
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 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 2.4%. Only one of this effect can be active at a time in the same squad.
Ice-Jade Teapot
When a [Basic Attack] hits an enemy, the equipper gains a stack of [Tea-riffic]. Each stack of [Tea-Riffic] increases the Impact of the equipper by 0.7%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately. When gaining [Tea-riffic], if the equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 20% for 10s. Passive effects of the same name do not stack.
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Hellfire Gears
When 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.
When off-field, the equipper's Energy Regen increases by 0.75/s.
When using an EX Special Attack, the equipper's Impact is increased by 12.5% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
When off-field, the equipper's Energy Regen increases by 0.9/s.
When using an EX Special Attack, the equipper's Impact is increased by 15% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
When off-field, the equipper's Energy Regen increases by 1.15/s.
When using an EX Special Attack, the equipper's Impact is increased by 17,5% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
When off-field, the equipper's Energy Regen increases by 1.2/s.
When using an EX Special Attack, the equipper's Impact is increased by 20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
Steam Oven
For every 10 Energy accumulated, the equipper's Impact is increased by 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.
For every 10 Energy accumulated, the equipper's Impact is increased by 2.3%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.
For every 10 Energy accumulated, the equipper's Impact is increased by 2.6%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.
For every 10 Energy accumulated, the equipper's Impact is increased by 2.9%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.
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.
Precious Fossilized Core
When the target's HP is no lower than 50%, the equipper inflicts 10% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10%.
When the target's HP is no lower than 50%, the equipper inflicts 11.5% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 11.5%.
When the target's HP is no lower than 50%, the equipper inflicts 13% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 13%.
When the target's HP is no lower than 50%, the equipper inflicts 14.5% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 14.5%.
When the target's HP is no lower than 50%, the equipper inflicts 16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 16%.
Six Shooter
The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 4%.
The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 4.6%.
The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 5.2%.
The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 5.8%.
The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 6.4%.
Best Drive Disks
Drive Disk Sets
Shockstar Disco
2P: Increases Impact by 6%.
4P: Basic Attacks, Dash Attacks, Dodge Counter, Special Attacks, and EX Special Attacks inflict 15% more Daze upon the main target.
Swing Jazz
2P: Energy Regen increases by 20%.
4P: Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.
Shockstar Disco
2P: Increases Impact by 6%.
4P: Basic Attacks, Dash Attacks, Dodge Counter, Special Attacks, and EX Special Attacks inflict 15% more Daze upon the main target.
Woodpecker Electro
2P: Increases CRIT Rate by 8%.
4P: Triggering a critical hit with a Basic Attack, Dodge Counter, or EX Special Attack increases the equipper's ATK by 9% for 6s. The buff duration for different skills are calculated seperately.
Primary Stats
Crit DMG