12k DPI Boss
Member
I have noticed that we have plenty of street lights on the map. Figured that it might be cool to see a hero that can finally utilise them.

When activated, the stored light is released as a lightning-like bolt/orb that travels forward and deals damage.
Alt-cast:
The orb is not fired but instead rotates around Lighter, damaging enemies it touches.
Upgrades:
Lighter targets a street light to instantly warp into it, possessing it. While inside, the street light emits periodic damage (and sound) in the gradually increasing area (lighter version of Seven’s charge mechanic). Lighter can continue warping between street lights by using the ability’s charges.
Lighter can cast Streetstep on the ground or on a wall to create a temporary street light that gets instantly possessed.
Alt-cast:
Marks the light without warping (including a temporary / artificial street light).
Street light mechanics:
• A possessed light has its own HP and can be destroyed to eject Lighter.
• Its HP regenerates based on Lighter’s health regeneration or Spirit.
• The light is invulnerable for the first 1.5 seconds (equal to initial charge-up time).
• Lighter is invulnerable while inside and can cast other abilities.
• Created lights have a short cooldown before Lighter can warp into them again (1.5 seconds base, 0.5 seconds at T2 or T3).
• Possessed lights are visually highlighted, blink slightly, and emit a sound cue.
Upgrades:
Upgrades:
The beacon emits a continuously rotating beam of light that damages enemies it touches.
The beacon can be possessed just like a street light, and all of Lighter’s light-based abilities become stronger while he is near or inside the beacon.
Additional global effect:
• The beacon’s overload disables all ziplines on the map for the duration.
Base effects:
• One rotating beam (moderate rotation speed).
• Beacon grants increased HP and regeneration.
• Light Siphon orbs become stronger when near the beacon.
• Streetstep jumps to and out of the beacon have reduced cooldown.
• Exposure stacks consumed by the beam deal bonus damage.

The Lighter
A mobility and utility focused Spirit hero who manipulates street lights to reposition, amplify damage, and control space through light exposure.Ability 1 – Light Siphon
Lighter targets a street light (either existing one on the map or that crated by Abiltiy 2) to steal its light and store a charge for 20 seconds (similar to Sinclair’s charge mechanic).When activated, the stored light is released as a lightning-like bolt/orb that travels forward and deals damage.
Alt-cast:
The orb is not fired but instead rotates around Lighter, damaging enemies it touches.
Upgrades:
- T1: Grants a temporary shield when releasing the charge.
- T2: Increased charge capacity and extended duration.
- T3: Releases two larger and faster orbs with improved Spirit scaling. When alt-cast, both orbs orbit Lighter at a wider radius.
Ability 2 – Streetstep
Lighter targets a street light to instantly warp into it, possessing it. While inside, the street light emits periodic damage (and sound) in the gradually increasing area (lighter version of Seven’s charge mechanic). Lighter can continue warping between street lights by using the ability’s charges.
Lighter can cast Streetstep on the ground or on a wall to create a temporary street light that gets instantly possessed.
Alt-cast:
Marks the light without warping (including a temporary / artificial street light).
Street light mechanics:
• A possessed light has its own HP and can be destroyed to eject Lighter.
• Its HP regenerates based on Lighter’s health regeneration or Spirit.
• The light is invulnerable for the first 1.5 seconds (equal to initial charge-up time).
• Lighter is invulnerable while inside and can cast other abilities.
• Created lights have a short cooldown before Lighter can warp into them again (1.5 seconds base, 0.5 seconds at T2 or T3).
• Possessed lights are visually highlighted, blink slightly, and emit a sound cue.
Upgrades:
- T1: Additional ability charge.
- T2: Larger damage radius and faster charge-up for full damage and radius.
- T3: Improved Spirit scaling.
Ability 3 (Passive) – Light Exposure
Lighter’s abilities, attacks, and item damage apply Exposure stacks on enemies. His light-based abilities gain additional effects against exposed targets.Upgrades:
- T1: Applies a small slow and mild weapon inaccuracy.
- T2: Slow is stronger (or becomes a brief stun when stacked).
- T3: Exposure is further amplified and now affects weapon / attack damage.
Ability 4 – Solar Break (Ultimate)
Lighter summons a beacon at the target location.The beacon emits a continuously rotating beam of light that damages enemies it touches.
The beacon can be possessed just like a street light, and all of Lighter’s light-based abilities become stronger while he is near or inside the beacon.
Additional global effect:
• The beacon’s overload disables all ziplines on the map for the duration.
Base effects:
• One rotating beam (moderate rotation speed).
• Beacon grants increased HP and regeneration.
• Light Siphon orbs become stronger when near the beacon.
• Streetstep jumps to and out of the beacon have reduced cooldown.
• Exposure stacks consumed by the beam deal bonus damage.
Upgrades
- T1: The beam rotates faster and deals slightly more damage; Light Siphon orbs orbit at a larger radius around the beacon.
- T2: The beacon gains two opposite-facing beams, doubling sweep frequency. Streetstep jumps to the beacon have a significantly reduced cooldown.
- T3: When either beam strikes an enemy with three or more Light Exposure stacks, the beacon fires a secondary light bolt at that target; these bolts have strong Spirit scaling and reward good Light Exposure management; works for both beams and maintains clear counterplay.