Lightning God is the Secret-rarity Enel unit added to Anime Expeditions in the Summer Siege update, and its evolved form, Lightning God (Overcharged), is one of the few units in the game that gets stronger the longer a wave runs. The catch is that almost none of that power shows up on the unit card. You have to build the Voltage Meter before the kit does anything impressive.
Quick answer: Roll your damage stat first, then open the Evolve panel and submit 1x Ancient Bell along with the required Sprites and Gold. After evolving, roll Enlightenment for the EXP boost, feed the unit to Level 50, reroll for a combat trait, and equip the Storm Trident to unlock Tempest Discharge and Molten Gold.
Lightning God (Overcharged) stats and unit profile
The base numbers are modest by Secret standards. What makes the unit worth the material spend is the Electricity scaling stacked on top of them.
| Property | Value |
|---|---|
| Rarity | Secret |
| Element / Type | Storm, Magical |
| Level 1 Damage | 478 |
| Level 1 SPA | 5.6 (roughly 85.4 raw DPS) |
| Starting Range | 17 |
| Placements | 3 |
| Unique weapon | Storm Trident |
| Best traits | Unbound or Draconic |
How to get the base Lightning God unit
Lightning God is not in the gacha pool. It only drops from Lightning God’s Portal, which you craft yourself from four Charged Dust items. Getting Charged Dust means climbing the Sky Ruins portal chain.
Roll your damage stat before you evolve
Use Star Potential on the base unit before touching the Evolve panel. The stat roll multiplies the unit’s base damage, and every later bonus, including the Voltage Meter’s Electricity scaling, compounds on top of it. An SSS Damage roll sits around +15.6%, which is the practical ceiling worth chasing before you commit materials.
Rerolling burns Gold and Gems fast. Daily calendar rewards and standard banner summons are the easiest way to top both back up between attempts.

Evolution materials and the Ancient Bell recipe
The Ancient Bell is the real gate. It is not a drop, it is a Crafting Menu recipe, and you cannot start the evolution without one.
| Recipe | Cost |
|---|---|
| Ancient Bell (Crafting Menu) | 5x Sprite (Yellow), 5x Sprite (Blue), 5x Sprite (Pink), 10,000 Gold |
| Lightning God → Overcharged | 1x Ancient Bell, 25x Sprite (Yellow), 25x Sprite (Blue), 25x Sprite (Pink), 3x Sprite (Rainbow), 10,000 Gold |
Sprites come from Challenge stage drops, and Sprite (Grey) can be converted into the coloured versions in the Crafting Menu. Gold accumulates naturally from clearing levels.
Note: evolution recipes shift between balance patches, and the panel has also been seen asking for materials like Star Potential, Trait Crystal, Sky Medallion, and Golden Fruit at a 15,000 Gold price. Open the live Evolve panel and read the checklist there before you spend anything.
How the Voltage Meter works
Everything in this kit routes through one counter. Storm Charge gives the unit a Voltage Meter that starts at 0 and caps at 60. Each time Electricity triggers a Stun, the meter gains one point, and each point raises the unit’s Electricity damage by 5%. At full stacks that is a 300% Electricity damage bonus, which is why the unit’s card stats read low but its late-wave output does not.
Molten Gold keeps the meter climbing without any input from you. Every 10 seconds it applies Golden to two enemies in range, stunning them for three seconds and extending Electricity’s chain lightning to two extra targets. More chains means more Stuns, and more Stuns means more Voltage.

| Ability | Effect |
|---|---|
| Storm Charge | Voltage Meter caps at 60; each point adds 5% Electricity damage. |
| Thundercloud | At 25 Voltage, summons a Storm Cloud every 10 seconds. It hits a random enemy in range for 25% of the unit’s damage across 5 range and adds an Electricity stack if the target has none. |
| Tempest Discharge | At 60 Voltage, a Lightning Strike lands at the unit’s position for 100% of current damage, applying Electricity to everything in range and leaving Electric Residue for 8 seconds. |
| Molten Gold | Every 10 seconds, Golden stuns 2 enemies in range for 3 seconds and adds 2 chain lightning targets. |
| Stormseeker (Active) | Manually place the Storm Cloud target anywhere in range. 60-second local cooldown. |
Electric Residue is the detail most players miss. It sits on the ground and keeps Electricity permanently applied to any enemy standing in it, until they walk out or the eight seconds expire. On a choke point that turns Tempest Discharge into a rolling stun field rather than a one-off nuke.
Trait order: Enlightenment first, combat trait last


Unbound grants +350% Damage, -5% SPA, and +10% Range, but it drops the unit to a single placement. That is a genuine trade. Three copies of Lightning God (Overcharged) build three separate Voltage Meters and cover three lanes, so on wide maps Draconic can outperform Unbound in practice. On single-lane and boss stages, one Unbound placement wins comfortably.
Equipping the Storm Trident
The Storm Trident is the unit’s unique weapon, and it is not optional if you want the full kit. Equipping it is what grants Tempest Discharge and Molten Gold. Without it you keep Storm Charge, Thundercloud, and Stormseeker, but you lose both the automatic stun engine and the 60-Voltage payoff.
Open the Equipment menu, select the Storm Trident, and use the Equip to Unit button to attach it to Lightning God (Overcharged).

How to confirm the build worked
Check three things in the testing zone. The unit card should read Lightning God (Overcharged) rather than Lightning God. The passive list should show all four passives plus Stormseeker, which only happens once the Storm Trident is equipped. And during a fight the Voltage Meter should visibly tick upward as Electricity stuns land.
If Tempest Discharge never fires, the usual cause is that the meter is not reaching 60. That happens when the unit is placed away from the enemy path, since Molten Gold needs targets in range every 10 seconds to keep generating stuns. If Stormseeker is greyed out, the meter has not hit 25 stacks yet.
Fully assembled, the unit sits near the top of the Update 2 S tier alongside Sovereign (Djinn), and it plays very differently from most Secret carries. It is weakest in the first 30 seconds of a wave and strongest once the meter fills, so place it early, place it on the path, and let the Voltage do the work.





