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Arc

Chain Lightning — Lucky Raspberry (Arc Hunter)

Near-infinite Arcbolt Grenade ad-clear — press grenade, jolt the whole room, get the grenade back
Lucky Raspberry on light.gg

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

SlotPickWhy
SubclassArcstriderArc's jolt verb is what Lucky Raspberry, the fragments and the artifact all feed on — one debuff drives the whole loop.
SuperGathering Storm (rec.) or Arc StaffOne-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 abilityGambler's DodgeDodge near enemies refunds Combination Blow and keeps you mobile between throws — the manual sustain when the grenade is mid-cooldown.
MovementTriple JumpExtra mid-air adjustments to reposition over a jolted pack and line up the next Arcbolt; pure utility, no loop cost.
MeleeCombination BlowBetween-volley sustain — chained kills heal, refund dodge and stack damage. Not the engine (the grenade is), but it carries you while Arcbolt recharges.
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 — and everything dies jolted, so this drips Bolt Charge constantly.
Aspect 2Flow StateDefeating 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.
FragmentsSpark of Ions · Spark of Discharge · Spark of Resistance · Spark of AmplitudeTwo Ionic-Trace feeds, free Melee, constant Orbs — the support economy that refills the other two abilities.
Exotic armourLucky Raspberry (Chest Armor)The centerpiece — chaining/jolt upgrade plus the self-refund that makes the grenade near-infinite.
WeaponsArc primary + flex special/heavyAn 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

Why it works (the mechanics)

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:

Artifact — Tablet of Ruin

Picks (2/3/2): Dielectric + Elemental SiphonFlashover + Vile Weave + Harsh RefractionDefibrillating Blast + Elemental Supercharger

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:

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 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Innervation 1eReduces grenade 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 (7/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Distribution 3eReduces all ability cooldowns when using your class ability near targets.
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: 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).