Centerpiece: Lucky Raspberry (Chest Armor) · Subclass: Arcstrider · Role: Near-infinite Arcbolt Grenade ad-clear — press grenade, jolt the whole room, get the grenade back Sandbox: 9.7.0 · Updated 2026-06-29
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 — applying jolt and chaining jolt both refund Arcbolt energy directly, so you throw it again almost immediately. Layer the jolt-to-Ionic-Trace economy on top and you are not just refilling the grenade, you are refilling all three abilities off the same lightning. The cleanest "one button clears the room" Arc build on the Hunter.
The exotic
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, the chaining + jolt half turns Arcbolt from a 4-target bouncer into a 5-target chain (4 → 5 per the community numbers) where every link lands jolted and disrupted. Second — and this is the engine — jolt damage and jolt application both refund grenade energy: applying jolt returns 15% Arcbolt energy and each jolt chain returns 7.5%, and because jolt naturally ticks and chains at once those events often stack. A single Arcbolt into a dense pack therefore hands back a large slice of its own cost before any fragment, mod or set speaks. That is the "near-infinite" claim: the grenade is its own refund, and everything else in the kit is gravy poured on top.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
Arc's jolt verb is what Lucky Raspberry, the fragments and the artifact all feed on — one debuff drives the whole loop.
Super
Gathering Storm (rec.) or Arc Staff
One-cast: embed the staff for a 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 ability
Gambler's Dodge
Dodge near enemies refunds Combination Blow and keeps you mobile between throws — the manual sustain when the grenade is mid-cooldown.
Movement
Triple Jump
Extra mid-air adjustments to reposition over a jolted pack and line up the next Arcbolt; pure utility, no loop cost.
Melee
Combination Blow
Between-volley sustain — chained kills heal, refund dodge and stack damage. Not the engine (the grenade is), but it carries you while Arcbolt recharges.
Grenade
Arcbolt Grenade
The entire build. Lucky Raspberry turns it into a room-wide jolting chain that refunds itself.
Aspect 1
Tempest Strike
Slide → charged-melee uppercut that jolts everything in front; defeating jolted targets grants a stack of Bolt Charge — and everything dies jolted, so this drips Bolt Charge constantly.
Aspect 2
Flow State
Defeating a jolted target makes you amplified (faster reload/dodge regen, more resilient dodging). Every Arcbolt kill is a jolted kill, so you are permanently Amplified.
Fragments
Spark of Ions · Spark of Discharge · Spark of Resistance · Spark of Amplitude
Two Ionic-Trace feeds, free Melee, constant Orbs — the support economy that refills the other two abilities.
Exotic armour
Lucky Raspberry (Chest Armor)
The centerpiece — chaining/jolt upgrade plus the self-refund that makes the grenade near-infinite.
Weapons
Arc primary + flex special/heavy
An Arc primary drives Spark of Discharge (Arc kills → Ionic Trace → Bolt Charge); the second slot is free for single-target since the grenade is your ad-clear.
Fragments
Spark of Ions (jolted/Bolt-Charge kills → Ionic Trace — the core trace feed) · Spark of Discharge (Arc weapon kills → Ionic Trace; Trace pickup → Bolt Charge, −10 Melee) · Spark of Resistance (DR while surrounded, +10 Melee) · Spark of Amplitude (rapid kills while Amplified → Orb of Power). Deliberately not Spark of Shock — Lucky Raspberry already jolts every Arcbolt target
so Shock (Arc grenades jolt, −10 Grenade) is redundant and taxes the one stat this build wants
Why it works (the mechanics)
Lucky Raspberry closes the grenade loop by itself. Arcbolt chains the whole pack (4 → 5 targets); each link applies jolt for +15% grenade energy and each jolt chain returns a further +7.5%, while the jolt then deals damage over its duration for more refund. One throw into a crowd returns most of a grenade directly — no fragment, mod or set required — so on a dense room you can throw again almost immediately.
The Ionic-Trace economy refills the other two abilities. Everything on the field is jolted, so every kill is a jolted kill → Spark of Ions spawns an Ionic Trace (on a ~10s cooldown between activations). Traces grant ability energy and fly to you, so the same lightning that refunds the grenade (Lucky Raspberry) also feeds Super and melee. Both halves of the kit are fed off one button.
Two trace sources mean you are never starved. Spark of Ions covers ability kills; Spark of Discharge adds a trace chance on Arc weapon kills and, critically, turns every Trace you pick up into a stack of Bolt Charge. Treat Ions (guaranteed on jolted kills) as the reliable feed and Discharge as the bonus on top.
Bolt Charge stacks from two directions with no aiming. Tempest Strike (jolted kills → Bolt Charge) plus Spark of Discharge (Trace pickup → Bolt Charge) cap your stacks passively, and Bolt Charge is exactly what the artifact converts into Amplified, damage and healing.
You are permanently Amplified, which makes the Orb engine free. Flow State keeps Amplified up off jolted kills (constant), and Spark of Amplitude then turns rapid kills while Amplified — i.e. your normal ad-clear — into a drip of Orbs of Power, feeding Armor Charge mods and Super on top of the traces.
Champions are a buff button. Stunning a Champion fires the artifact's Defibrillating Blast (max Bolt Charge + a heal bolt that jolts), which makes you Amplified via Flashover and leaves the Champion jolted → it dies jolted → more traces + grenade refund. Jolt's disrupt also covers Overload behaviour under Anti-Champion 2.0.
Stats & mods
Grenade 200 → Class → Melee. The grenade is the build, so max Grenade: higher Grenade means more energy from every source, compounding with the Lucky Raspberry refund and the trace flood — the faster Arcbolt returns, the more often the whole loop fires. Class (≈100) cycles Gambler's Dodge → Combination Blow and keeps you repositioning; Melee (≈70+, free +10 from Spark of Resistance offsetting Discharge's −10) carries the between-volley sustain. Super stays low (≈30–50) — Gathering Storm is one-and-done and the trace flood refills it — and Health/Weapons are the flex dump (you already run Amplified DR + Spark of Resistance + constant Combination-Blow heals). Chase an archetype leading Grenade.
Mods:
Boots: Innervation — picking up an Orb of Power reduces grenade cooldown, turning your constant Orb flood into grenade energy on the rare room too small to self-refund.
Arms: Grenade Kickstart — consumes Armor Charge on an empty grenade to refund grenade energy; the safety net when Lucky Raspberry alone is not enough.
Chest: Arc Resistance (×2) — flat DR layered on Amplified + Spark of Resistance for survivability in dense packs.
Class item: Bomber + Distribution — Gambler's Dodge feeds grenade cooldown (Bomber) and trims all ability cooldowns near targets (Distribution), tightening the throw cadence.
Surge: Arc Weapon Surge — Arc weapon damage while you hold Armor Charge, matched to the Arc primary.
Anti-Champion: jolt's disrupt covers Overload; bring weapon archetypes for Barrier/Unstoppable under Anti-Champion 2.0 (Aggressive/High-Impact → Unstoppable, Precision/Adaptive → Barrier).
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 heavy lifting:
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 you kill is jolted, so this never stops: extra Bolt Charge and a passive heal layered straight onto the ad-clear.
Flashover — "When you gain maximum Bolt Charge, you also become amplified. Lightning bolts deal more damage." Between Tempest Strike, Spark of Discharge and Dielectric you cap Bolt Charge constantly, so you stay Amplified even before Flow State and your bolts chunk high-health targets.
Defibrillating Blast — "Stunning a Champion grants maximum stacks of Bolt Charge. Damaging targets with Bolt Charge bolts jolts them and heals you." Turns the Champion that would wall a normal build into a full heal + instant-Amplified + free Bolt-Charge-cap button.
Supporting the 2/3/2:Elemental Siphon (Kinetic/Super-matching kills → Elemental pickup → Super energy, feeding Gathering Storm off the ad-clear), Vile Weave (your Tangles sever and the pickup cuts Tangle cooldown), Harsh Refraction (an Arc Trace Rifle does bonus damage to the jolted targets that blanket the field) and Elemental Supercharger (defeating those severed/Arc-matching kills refunds Super energy, topping Gathering Storm on top of the trace flood).
Where it shines
Add-dense PvE — strikes, Nightfalls, Onslaught, the open patrol zones. One Arcbolt into a pack clears it and refunds itself; this is a pure ad-clear engine that runs hands-free in any crowd.
Endless-horde and survival content where the loop never has to stop — permanent Amplified DR + Spark of Resistance + Dielectric heals keep you standing while the grenade recycles.
Weaker on single big targets — the grenade is ad-clear, not boss DPS, so lean on Gathering Storm and the flex weapon slot for bosses.
Champion coverage: jolt's disrupt breaks Overload intrinsically (and ignites Defibrillating Blast on the stun); bring weapon archetypes for Barrier and Unstoppable (Anti-Champion 2.0).
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 Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Innervation1e
Reduces grenade 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 (7/10)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
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: matched to the Arc primary. - **Anti-Champion:** jolt's disrupt covers **Overload**; bring weapon archetypes for **Barrier/Unstoppable** under Anti-Champion 2.0 (Aggressive/High-Impact → Unstoppable; Precision/Adaptive → Barrier).