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Chain Lightning — Lucky Raspberry (Arc Hunter)

Near-infinite Arcbolt Grenade ad-clear — press grenade, jolt the whole room, get the grenade back

Anchor: Lucky Raspberry · Subclass: Arcstrider · Role: Near-infinite Arcbolt Grenade ad-clear — press grenade, jolt the whole room, get the grenade back Sandbox: 9.7.0 · Created 2026-06-16

One grenade clears the pack. Arcbolt with Lucky Raspberry chains across everything, jolts every target it touches, and the jolt it leaves behind pays the grenade back — damaging or applying jolt refunds Arcbolt energy directly, so you throw it again almost immediately. Layer the jolt→Ionic-Trace economy on top and you're not just refilling the grenade, you're refilling all three abilities off the same lightning. The cleanest "one button clears the room" Arc build on the Hunter.

Loadout

SlotPickWhy
SuperGathering Storm (rec.) or Arc StaffOne-cast: embed the staff → wide jolting strike that seeds the whole room jolted, which the loop then feeds on. Arc Staff is the roaming alternative on the low Super budget.
Class abilityGambler's DodgeRefund engine — dodge near enemies returns Combination Blow; keeps you mobile between throws.
MeleeCombination BlowSustain between grenade volleys: chained kills heal, refund dodge, stack damage. Not the build's engine — the grenade is — but it carries you when the grenade is mid-cooldown.
GrenadeArcbolt GrenadeThe entire build. Lucky Raspberry turns it into a room-wide jolting chain that refunds itself.
Aspect 1Tempest StrikeSlide → charged-melee uppercut that jolts everything in front; defeating jolted targets grants a stack of Bolt Charge. Everything dies jolted, so this drips Bolt Charge constantly.
Aspect 2Flow StateDefeating a jolted target → Amplified (faster reload/melee/dodge regen, more resilient dodging). Every Arcbolt kill is a jolted kill, so you're permanently Amplified.
Fragments (4)

Deliberately not Spark of Shock here. Lucky Raspberry already makes Arcbolt jolt every target it hits, so Spark of Shock (Arc grenades jolt, −10 Grenade) is redundant and taxes the one stat this build wants — a strict downgrade.

Exotic — Lucky Raspberry (Chest Armor)

Probability Matrix: Arcbolt Grenades have increased chaining capabilities and jolt targets hit. Damaging combatants with jolt or applying jolt to targets grants additional Arcbolt Grenade energy.

Two upgrades in one. First, chaining + jolt turns Arcbolt from a 3-target bouncer into a pack-wide chain where every link lands jolted. Second — and this is the engine — jolt damage and jolt application both refund grenade energy. Every arc the grenade fires is a jolt application and jolt damage, so a single Arcbolt into a dense pack hands back a large slice of its own cost before any other system speaks. That's the "near-infinite" claim: the grenade is its own refund.

Why this works (the mechanics)

Weapons

Stats & archetypes

Armor 3.0 — six stats, each 1–200. This build is Grenade-first:

Archetype to chase: anything leading Grenade (e.g. a Grenade/Class or Grenade/Super favouring drop). Mods: Grenade Kickstart (throw consumes Armor Charge → grenade energy) paired with an Armor-Charge generator (Elemental Charge off your Trace/Orb flood) tops up the grenade on the rare room too small for the Lucky Raspberry refund alone.

Set bonus (optional)

House rule: set bonuses are garnish, never a driver — the build is complete on Tier 4 gear with no set at all (Lucky Raspberry refunds the grenade by itself).

The on-theme option is Luminopotent (Portal) · 4pc "Shock and Clear": jolt kills → Ionic Traces. Since this build makes the whole room jolted, Shock and Clear stacks a second trace source on top of Spark of Ions and (per the sibling build's testing) runs without the normal trace cooldown — an uncapped trace flood, i.e. even more Super/melee energy and more Bolt Charge. 2pc Ionic Overclock additionally buffs Fusion/LFR/Heat weapons while Amplified (you're always Amplified), so a fusion in the second slot gets free value. Slot it only if your rolls already carry Grenade 200; never tank the stat for the set.

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.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability 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)Elemental Charge 1eCollecting an Elemental pickup or destroying a Tangle has an escalating chance to give you Armor Charge.
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.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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).

Artifact — Tablet of Ruin (Episode: Heresy)

The Arc package is the natural pairing — it converts the build's permanent jolt + Bolt Charge into damage, healing, and DR. Three mods do the work:

Supporting picks if slots allow: Overclock and Load (Arc weapons +handling/reload while Amplified/Bolt Charge — you're always both) and Elemental Siphon (pickups → Super energy, feeding Gathering Storm off the trace/orb flood).

The loop

Sibling build / distinction

Shares the Arc-jolt theme with `hunter_bolt_courier.md` (Thunderbolt God, Shinobu's Vow / Skip Grenade) — read them as two different answers, not duplicates:

Different exotic, different slot, different grenade, different core loop.