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Arc

Thunderbolt God — Shinobu's Vow (Arc Hunter)

Infinite skip-grenade Bolt Charge — champion-melting single target + a storm of traces for ad-clear
Shinobu's Vow on light.gg
Your gear best achievable Grenade 144 / 145 target — gear ready
Health 32 · Melee 30 · Grenade 144 · Super 26 · Class 54 · Weapons 70 · armour only; stat mods + fragments add more

Centerpiece: Shinobu's Vow (Gauntlets) · Subclass: Arcstrider · Role: Infinite skip-grenade Bolt Charge — champion-melting single target + a storm of traces for ad-clear Sandbox: 9.7.0 · Updated 2026-07-03

Skip Grenades that seek across the whole room, call down Bolt Charge lightning, and then refill themselves off the kills they cause. Every jolt kill spits an Ionic Trace, every Trace feeds all three abilities, and you walk into the next fight with both grenade charges still full. On the Arc Hunter, with heals firing on every bolt, you basically stop dying — and champions become a button you press for a full grenade refund.

The exotic

New Tricks: Gain an additional Skip Grenade charge. Skip Grenade damage grants Bolt Charge and gaining Bolt Charge grants Skip Grenade energy. When Bolt Charge is ready, you heal nearby allies and enhance your next Skip Grenade.

Grants an extra Skip Grenade Charge. Skip Grenade drones chase enemies much more aggressively. Drone Hits grant 4.2% [1.4%] Grenade Ability Energy. (Each drone can hit enemies 2-3 times)

Shinobu's Vow turns the Skip Grenade into a self-sustaining engine. You get a second charge outright, and the seeker drones now chase aggressively and refund grenade energy on every hit (roughly 4.2% each, and each drone can tag a target two or three times). The key is the two-way circuit: Skip damage grants Bolt Charge, and gaining Bolt Charge grants Skip energy back — so a single well-thrown grenade tends to cap Bolt Charge on its own. Because Bolt Charge is essentially always "ready," the intrinsic's third clause is up permanently: you heal nearby allies and throw an Enhanced Skip (extra bounces and bonus seekers) on every cast. Damage and healing loop into each other with no external input.

Loadout

SlotPickWhy
SubclassArcstriderArc gives Jolt, Amplified and Bolt Charge — the three verbs the whole loop is built on.
SuperArc Staff (flexible)A roaming Super refills fast off ad-clear and suits the low Super budget; take any Super you like.
Class abilityGambler's DodgeRefund engine — dodging near enemies returns melee energy for Combination Blow between grenade volleys.
MovementTriple Jump (flexible)Reliable aerial repositioning to line up slide-melees and skip-bombs; pick whatever jump you prefer.
MeleeCombination BlowOne of the strongest melees in the game at max stacks — your sustain and single-target chip between throws.
GrenadeSkip GrenadeThe entire build; the enhanced seekers tag everything and jolt it.
Aspect 1Tempest StrikeSlide-melee uppercut that jolts everything in front, and "Defeating jolted targets grants a stack of Bolt Charge" — it feeds the loop directly.
Aspect 2Flow State (rec.) or AscensionFlow State makes jolt kills Amplify you (faster dodge, more resilient) when the melee doesn't kill; Ascension is a fun extra jolt/amplify source with aerial skip-bombing.
FragmentsResistance · Frequency · Shock · DischargeSurvivability, more Bolt Charge stacks while Amplified, jolt-on-grenade, and Trace-to-Bolt-Charge conversion.
Exotic armourShinobu's Vow (Gauntlets)The centrepiece; second Skip charge plus the Skip↔Bolt-Charge circuit and the permanent heal/enhance.
WeaponsStrand weapon with Slice (e.g. Festival Flight) · an Arc weapon · Scatter Signal (Fusion)Slice drives the Tablet's sever→unravel→Woven Mail loop; the Arc weapon makes Ionic Traces (Spark of Discharge); Scatter Signal is buffed by Luminopotent 2pc while Amplified.
Fragments

Why it works (the mechanics)

Stats & mods

Grenade 200 → Class → Health. Grenade archetype — Skips now deal real single-target damage, so more Grenade both hits harder and cycles faster; Class keeps the dodge↔melee loop turning, and Health leans into the constant-heal survivability. The creator ran an unmaxed spread (Grenade 145, Class 104, Melee 79, Super 27, Weapons 47) and noted 200 Grenade would push single-target further.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2): Dielectric + Unraveling OrbsFlashover + Horde Shuttle + Vile WeaveDefibrillating Blast + To Shreds

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction 2e fillCausing damage with a powered melee attack reduces your grenade 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)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 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Elemental Charge 1eCollecting an Elemental pickup or destroying a Tangle has an escalating chance to give you Armor Charge.
Class Item (7/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber 1eReduces grenade cooldown when using your class ability.

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: Scatter Signal hit harder while Amplified. - **Anti-Champion:** Jolt covers Overload intrinsically; bring Barrier/Unstoppable coverage on the weapon frames or the artifact.