You are a lightning rod on legs. Dodge into a punch, jolt the pack, then spin up Arc Staff and let the crowd electrocute itself while you carve one target at a time. Every stacked staff hit makes the storm meaner and the Super cheaper to hold, and the Bolt Charge you build turns your roaming Super into its own healing engine.
The exotic
Raiden Flux (Chest Armor) — Synapse Junctions: Quick successive attacks with Arc Staff increase its damage output, duration and jolt targets hit.
Raiden Flux is a stacking engine bolted onto the Arc Staff Super. Landing hits grants stacks of Synapse Junctions (5s, up to x3); each stack ramps staff damage, extends the Super's timer, and widens how many targets each strike jolts. Per Clarity's numbers the damage bonus climbs 27% / 61% / 105% at x1/x2/x3, and — just as important for a roaming Super — passive Super drain drops 20% / 40% / 60% at the same stacks, so a well-fed Arc Staff lasts far longer than a cold one. The play pattern is simple and punishing: open on a cluster, connect fast to reach x3, and from then on every swing is a wide-reaching jolt applicator while the Super refuses to run out. It rewards aggression — the more you keep swinging in a crowd, the harder and longer the storm hits.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
Arc Staff is Arcstrider-native — it is not in the Prismatic pool.
Super
Arc Staff
Roaming staff; deflecting projectiles grants Bolt Charge and heavy combos blind.
Class ability
Gambler's Dodge
Refunds melee energy near enemies — the engine that resets Combination Blow.
Movement
Triple Jump
Extra aerial adjusts for chaining into packs and repositioning mid-Super.
Melee
Combination Blow
Ramping melee that heals on kill; Gambler's Dodge refills it to keep the loop closed.
Grenade
Pulse Grenade
Lingering Arc grenade for jolt support and Ionic Trace pressure; flex slot.
Aspect 1
Lethal Current
After a dodge your next melee jolts, blinds jolted targets, and drops a damaging aftershock.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified — faster dodge, damage resistance, huge reload.
Fragments
Ions / Resistance / Amplitude / Feedback
Trace generation, surrounded DR, Amplified orbs, and melee-retaliation damage.
Exotic armour
Raiden Flux (Chest)
Stacks Arc Staff damage + jolt spread and slashes Super drain the longer you swing.
Weapons
Arc primary with Voltshot + flex energy/power
Voltshot keeps jolt rolling between abilities and feeds Flow State off-Super.
Fragments
Spark of Ionsjolt/Bolt-Charge kills → Ionic Trace
Spark of ResistanceDR while surrounded
Spark of Amplituderapid kills while Amplified → Orb of Power
Spark of Feedbacktaking melee damage buffs your melee
Why it works (the mechanics)
Jolt is damage you never have to aim. A jolted target chain-zaps its neighbours whenever it takes a hit, and Lethal Current plus Raiden Flux turn both your dodge-melee and every stacked staff swing into jolt applicators — so a packed room electrocutes itself while you only need to strike one body.
The Arc circuit closes on itself. Jolt kills trigger Flow State (Amplified: damage resistance, faster dodge, greatly increased reload), Spark of Ions mints Ionic Traces off those same jolted/Bolt-Charge kills, and the Traces pour ability energy back into more dodges and melees. Each verb's output is the next verb's input.
Synapse Junctions makes the Super self-sustaining. Hitting fast stacks the damage bonus to 105% at x3 while cutting passive Super drain by 60%, so a fed Arc Staff both hits far harder and lasts dramatically longer — the roaming Super's biggest weakness (bleeding out on time) is answered by simply staying aggressive.
Gambler's Dodge is the reset button. Dodging near a target refunds melee, which refills Combination Blow (heal-on-kill, ramping damage) and re-arms Lethal Current's jolt-and-blind punch — one dodge rearms the whole neutral-game loop between Super casts.
Voltshot bridges the gaps. Reloading after a kill overcharges your Arc primary to jolt on the next hit, so even when abilities are down you keep applying the debuff that feeds Flow State's Amplified and Spark of Ions' Traces — the loop never fully goes cold.
Amplified is free defence you already live in. Because jolt kills keep you Amplified almost permanently, Spark of Amplitude turns your rapid kills into Orbs (Super energy), Spark of Resistance layers extra DR while surrounded, and you tank the melee range the build wants to fight at.
Stats & mods
Melee 200 → Super → Class. Skirmisher-leaning armour (Melee/Weapons primary) — melee is both the neutral-game core and the Super's uptime lever; Super second to keep Arc Staff on cooldown; Class third to feed Gambler's Dodge.
Mods:
Boots: Invigoration — melee energy from Orbs of Power to top up Combination Blow.
Arms: Heavy Handed (melee kill → Orb) + Melee Kickstart (spend-to-refund on melee).
Chest: Arc/elemental resist mods for the in-melee brawling range.
Class item: Powerful Attraction / Bomber — hoover Orbs on dodge and shave Super cooldown.
Surge: Arc Surge — weapon damage matches the Arc subclass and Voltshot primary.
Anti-Champion: intrinsic — jolt stuns Overload, so no anti-champ weapon mod is spent on that role.
Artifact — Tablet of Ruin
Picks (2/3/2):Dielectric + Elemental Siphon — Flashover + Harsh Refraction + Gold From Lead — Defibrillating Blast + Limit Break
Flashover — gaining maximum Bolt Charge makes you Amplified and boosts lightning-bolt damage, converting Arc Staff's Bolt-Charge generation straight into more DR/speed and bigger bolts.
Defibrillating Blast — stunning a Champion grants max Bolt Charge, and Bolt Charge bolts jolt targets and heal you: your anti-Overload jolt becomes a self-healing burst.
Dielectric — defeating Arc-debuffed (jolted) targets grants Bolt Charge, and rapid kills spawn an Orb and heal — this extends the Bolt-Charge loop into your neutral game, not just the Super.
Elemental Siphon — Kinetic or Arc-matching-Super final blows mint an Arc Elemental pickup (Ionic Trace), keeping the ability economy fed between jolt kills.
Limit Break — casting a Super while holding an element-matching buff grants bonus Super damage; the Amplified you live in is an Arc buff, so Arc Staff casts land harder.
Harsh Refraction + Gold From Lead round out the pool — trace-rifle debuff scaling and Special→Heavy ammo economy for the flex weapon slots.
Where it shines
Add-dense majors content — Vanguard, Onslaught, seasonal activities where a roaming Super chews through packs that chain-jolt each other for free.
Sustained brawls — the Amplified/Flow State DR plus Combination Blow's heal-on-kill and Bolt Charge's healing let you hold melee range against a crowd instead of poking from cover.
Champion coverage: jolt stuns Overload intrinsically (staff, Lethal Current, Voltshot all apply it). Bring Unstoppable and Barrier options — an Aggressive/High-Impact frame and a Precision/Adaptive frame, or the season's anti-champ weapon perks — for the other two.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1e
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (5/10)
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Invigoration1e
Reduces melee cooldown each time you pick up an Orb of Power.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1efill
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types). Flex/loadout-dependent: Voltshot primary. - **Anti-Champion:** intrinsic — jolt stuns Overload; so no anti-champ weapon mod is spent on that role.