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
Slot
Pick
Why
Subclass
Arcstrider
Arc gives Jolt, Amplified and Bolt Charge — the three verbs the whole loop is built on.
Super
Arc Staff (flexible)
A roaming Super refills fast off ad-clear and suits the low Super budget; take any Super you like.
Class ability
Gambler's Dodge
Refund engine — dodging near enemies returns melee energy for Combination Blow between grenade volleys.
Movement
Triple Jump (flexible)
Reliable aerial repositioning to line up slide-melees and skip-bombs; pick whatever jump you prefer.
Melee
Combination Blow
One of the strongest melees in the game at max stacks — your sustain and single-target chip between throws.
Grenade
Skip Grenade
The entire build; the enhanced seekers tag everything and jolt it.
Aspect 1
Tempest Strike
Slide-melee uppercut that jolts everything in front, and "Defeating jolted targets grants a stack of Bolt Charge" — it feeds the loop directly.
Aspect 2
Flow State (rec.) orAscension
Flow 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.
Fragments
Resistance · Frequency · Shock · Discharge
Survivability, more Bolt Charge stacks while Amplified, jolt-on-grenade, and Trace-to-Bolt-Charge conversion.
Exotic armour
Shinobu's Vow (Gauntlets)
The centrepiece; second Skip charge plus the Skip↔Bolt-Charge circuit and the permanent heal/enhance.
Weapons
Strand 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
Spark of Resistance25% DR while within 15 m of 3+ enemies
Spark of Frequencywhile Amplified, almost all Bolt Charge sources grant an extra stack
Spark of ShockArc grenades apply Jolt on hit — every Skip seeker becomes a jolt applicator
Spark of Dischargecollecting Ionic Traces grants a Bolt Charge stack; Arc weapon kills spawn Traces
Why it works (the mechanics)
The Skip↔Bolt-Charge circuit is closed by the exotic itself. Skip damage grants Bolt Charge and gaining Bolt Charge grants Skip energy, so one grenade tends to cap Bolt Charge and refund most of a charge back. With a second charge from New Tricks, you rarely bottom out — you leave fights with both grenades loaded.
Spark of Shock turns every seeker into a jolt applicator. Skip drones now apply Jolt on hit, so the whole pack becomes Arc-debuffed at once. That single state feeds three payoffs simultaneously: Tempest Strike (jolted kills → Bolt Charge), the artifact's Dielectric (Arc-debuffed kills → Bolt Charge, and rapid kills → Orbs + a small heal), and any jolt-kill Trace source.
Luminopotent 4pc removes the Trace cooldown. "Shock and Clear" makes final blows with Jolt or against jolted combatants create Ionic Traces — with no Spark-of-Ions 10-second gate. Since everything is jolted, jolt kills spit a near-constant stream of Traces, each of which refunds ability energy and (via Spark of Discharge) a Bolt Charge stack. This is the "infinite grenade" flood.
Every cast is a heal and a jolt. Because Bolt Charge is always ready, the intrinsic heals nearby allies each cast, and the artifact's Defibrillating Blast makes Bolt-Charge bolts jolt and heal you. Healing this often is why Spark of Resistance's 25% DR (while near 3+ enemies) makes you effectively unkillable in high-end content.
Champions are a buff button, not a wall. Stunning a champion grants maximum Bolt Charge via Defibrillating Blast — which is a full Skip refund plus a team heal — and Flashover then Amplifies you and boosts the lightning-bolt damage. Amplified, near-permanent, means you two-shot the champion with grenades while the room refills your abilities.
An armour-charge top-off carries the trash. Elemental Charge (boots) turns your flood of Ionic Traces into Armor Charges, and Grenade Kickstart (arms) spends those charges for grenade energy on each throw. On weak targets where the Trace loop alone doesn't fully refund, this closes the gap so you still leave with both charges.
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:
Boots: Elemental Charge ×2 — collecting your Ionic Traces builds Armor Charge; you sit at 1–3 charges permanently.
Arms: Grenade Kickstart ×2 — throwing a grenade spends Armor Charge for grenade energy. Pairing these two is the loop-critical combo.
Chest: damage-resistance combat mods (e.g. an elemental resist) to stack with Spark of Resistance in −pinnacle content.
Class item: Bomber / Utility Kickstart to keep dodge (and the melee refund) online.
Surge: Arc weapon Surge (×2–3) so the Arc weapon and Scatter Signal hit harder while Amplified.
Anti-Champion: Jolt covers Overload intrinsically; bring Barrier/Unstoppable coverage on the weapon frames or the artifact.
Artifact — Tablet of Ruin
Picks (2/3/2):Dielectric + Unraveling Orbs — Flashover + Horde Shuttle + Vile Weave — Defibrillating Blast + To Shreds
Defibrillating Blast — "Stunning a Champion grants maximum stacks of Bolt Charge. Damaging targets with Bolt Charge bolts jolts them and heals you." Champions become a max-Bolt-Charge (full-Skip) button, and every bolt heals you and jolts survivors.
Flashover — "When you gain maximum Bolt Charge, you also become amplified. Lightning bolts deal more damage." You hit max Bolt Charge constantly, so you are near-permanently Amplified and your bolts chunk high-health targets.
Dielectric — "Defeating Arc debuffed targets grants Bolt Charge. Rapidly defeating Arc debuffed targets spawns an Orb of Power and heals a small portion of health." Everything is jolted, so this never stops — more Bolt Charge, Orbs and heals on tap.
To Shreds + Horde Shuttle + Vile Weave — the Strand Woven Mail loop: Slice severs, To Shreds unravels severed targets and drops a Woven Mail hotspot on the kill, Horde Shuttle spawns severing Threadlings off unravelled targets, and Vile Weave severs with your Tangles for cheaper, extra sever fuel.
Unraveling Orbs — "Picking up an Orb of Power or a Tangle grants Strand weapons Unraveling Rounds," so your Orb flood (from Dielectric) keeps the Slice weapon unravelling to feed To Shreds.
Where it shines
Endless-ad content (GMs, Onslaught, dungeons): the jolt-Trace flood means abilities never stop, and the constant heal + 25% DR keeps you standing in packs that would delete a squishier Hunter.
Single-target / champion damage: stun → max Bolt Charge → Amplified Flashover bolts → two enhanced Skips delete the target.
Champion coverage: Jolt breaks Overload intrinsically (every seeker jolts), and stunning any champion triggers Defibrillating Blast → Flashover. Bring Barrier and Unstoppable coverage on your weapon frames or via artifact anti-champion mods, since the kit only jolts.
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.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction2efill
Causing damage with a powered melee attack reduces your grenade 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)
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 Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Elemental Charge1e
Collecting an Elemental pickup or destroying a Tangle has an escalating chance to give you Armor Charge.
Class Item (7/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber1e
Reduces 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.