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.