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Arc

Conduit — Arc Staff (Arc Hunter)

Roaming melee storm / anti-Overload

Centerpiece: Raiden Flux (Chest Armor) · Subclass: Arcstrider · Role: Roaming melee storm / anti-Overload Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassArcstriderArc Staff is Arcstrider-native — it is not in the Prismatic pool.
SuperArc StaffRoaming staff; deflecting projectiles grants Bolt Charge and heavy combos blind.
Class abilityGambler's DodgeRefunds melee energy near enemies — the engine that resets Combination Blow.
MovementTriple JumpExtra aerial adjusts for chaining into packs and repositioning mid-Super.
MeleeCombination BlowRamping melee that heals on kill; Gambler's Dodge refills it to keep the loop closed.
GrenadePulse GrenadeLingering Arc grenade for jolt support and Ionic Trace pressure; flex slot.
Aspect 1Lethal CurrentAfter a dodge your next melee jolts, blinds jolted targets, and drops a damaging aftershock.
Aspect 2Flow StateDefeating a jolted target makes you Amplified — faster dodge, damage resistance, huge reload.
FragmentsIons / Resistance / Amplitude / FeedbackTrace generation, surrounded DR, Amplified orbs, and melee-retaliation damage.
Exotic armourRaiden Flux (Chest)Stacks Arc Staff damage + jolt spread and slashes Super drain the longer you swing.
WeaponsArc primary with Voltshot + flex energy/powerVoltshot keeps jolt rolling between abilities and feeds Flow State off-Super.
Fragments

Why it works (the mechanics)

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:

Artifact — Tablet of Ruin

Picks (2/3/2): Dielectric + Elemental SiphonFlashover + Harsh Refraction + Gold From LeadDefibrillating Blast + Limit Break

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Invigoration 1eReduces melee cooldown each time you pick up an Orb of Power.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1e fillYour 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)Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly 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.