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
Slot
Pick
Why
Super
Gathering Storm (rec.) or Arc Staff
One-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 ability
Gambler's Dodge
Refund engine — dodge near enemies returns Combination Blow; keeps you mobile between throws.
Melee
Combination Blow
Sustain 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.
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. Everything dies jolted, so this drips Bolt Charge constantly.
Aspect 2
Flow State
Defeating 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)
Spark of Ionsjolted/Bolt-Charge kills → Ionic Trace — the core trace feed
Spark of Amplituderapid kills while Amplified → Orb of Power — you're always Amplified and always rapid-killing
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)
Lucky Raspberry closes the grenade loop by itself. Arcbolt chains the whole pack; each chain link applies jolt (refund) and the jolt then deals damage over its duration (more refund). One throw into a crowd returns most of a grenade directly — no fragment, mod, or set required. On a dense room you can throw again almost immediately.
Then the Ionic-Trace economy refills the other two abilities (and tops the grenade further). Everything on the field is jolted, so every kill is a jolted kill → Spark of Ions spawns an Ionic Trace. Traces give 15% energy to all three abilities and fly to you. So the same lightning that refunds the grenade (Lucky Raspberry) also feeds Super and melee (traces) — both halves of the kit are fed off one button.
Two trace sources, 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. So traces don't just refund abilities — they build Bolt Charge passively on the side.
Bolt Charge stacks from two directions and you never have to aim for it. Tempest Strike (jolted kills → Bolt Charge) + Spark of Discharge (Trace pickup → Bolt Charge). Bolt Charge then matters for the artifact (below): max Bolt Charge = Amplified + bigger bolts.
You're permanently Amplified, which makes the orb engine free. Flow State keeps Amplified up off jolted kills (constant). Spark of Amplitude then turns "rapid kills while Amplified" — i.e. your normal ad-clear — into a steady drip of Orbs of Power, feeding armour-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 + heal bolt + jolt), which makes you Amplified via Flashover and leaves the champion jolted → it dies jolted → more traces + grenade refund. Jolt also covers Overload behaviour under Anti-Champion 2.0.
Weapons
An Arc primary is the priority — it drives Spark of Discharge (Arc kills → Ionic Trace → Bolt Charge) and stacks extra jolt sources on the field. Any Arc weapon procs it; a high-fire-rate primary maximises the trace-chance rolls.
A second weapon of preference for single-target — the grenade is your ad-clear, so the gun slot is free to cover a boss or a range gap (a heavy/special DPS frame).
Champions (Anti-Champion 2.0): stun is intrinsic to weapon archetypes now — Aggressive/High-Impact → Unstoppable, Precision/Adaptive → Barrier, Lightweight/Rapid-Fire → Overload. Jolt covers Overload behaviour, and a champion stun is what ignites Defibrillating Blast → Flashover. Pick frames that cover Barrier/Unstoppable; let jolt and the artifact handle the rest.
Stats & archetypes
Armor 3.0 — six stats, each 1–200. This build is Grenade-first:
Grenade → 200. The grenade is the build. Higher Grenade means more energy from all sources, which compounds with the Lucky Raspberry refund and the 15%-from-traces — the faster the grenade comes back, the more often the whole loop fires. This is the one stat to max.
Class ≈ 100+. Cycles Gambler's Dodge → Combination Blow sustain and keeps you repositioning between throws.
Melee ≈ 70–100. Combination Blow is your between-volleys sustain; +10 free from Spark of Resistance, +10 free from Spark of Volts-style picks isn't taken here so font/archetype carries it.
Super low (≈30–50). Gathering Storm is one-and-done and the trace flood refills it; don't pay stat points for a super the economy already feeds. (Drops to Health if you'd rather tank.)
Health / Weapons as the flex/dump — you already run Amplified DR + Spark of Resistance + constant Combination-Blow heals, so Health is cheap to trade.
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)
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.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee 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)
Elemental Charge1e
Collecting an Elemental pickup or destroying a Tangle has an escalating chance to give you Armor Charge.
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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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:
Dielectric — defeating Arc-debuffed (jolted) targets grants Bolt Charge; rapid kills → Orb + a small heal. Everything you kill is jolted, so this never stops — extra Bolt Charge and a passive heal layered on the ad-clear.
Flashover — reaching max Bolt Charge → Amplified and your Bolt Charge lightning hits harder (rebalanced to ~50% from the pre-launch 150%). Between Tempest Strike, Spark of Discharge and Dielectric you cap Bolt Charge constantly, so you stay Amplified even before Flow State and chunk high-health targets.
Defibrillating Blast — stunning a Champion → max Bolt Charge + an Arc bolt that heals you and jolts. Turns the champion that would wall a normal build into a full heal + instant-Amplified + free Bolt-Charge-cap button.
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
Arcbolt into the pack. It chains the whole room and jolts everything; jolt application + jolt damage refund a big slice of the grenade immediately (Lucky Raspberry).
Everything dies jolted → Spark of Ions spits Ionic Traces (15% to all three abilities) → grenade tops the rest of the way back, Super + melee fill. Traces you collect → Bolt Charge (Spark of Discharge).
Throw again — on a dense room the grenade is already back. Repeat. Tempest Strike on the slide for a manual jolt + Bolt Charge when the grenade's mid-cooldown; Combination Blow for sustain.
You're permanently Amplified (Flow State + Flashover) → rapid jolted kills make Orbs (Spark of Amplitude) and you're hard to kill (Amplified DR + Spark of Resistance + Dielectric heals).
Champion appears → stun it → Defibrillating Blast = heal + max Bolt Charge + Amplified + jolt → it dies jolted → traces + grenade refund. Gathering Storm for a wide jolt-seed when you want to reset a whole room jolted at once.
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:
Bolt Courier is anchored on Shinobu's Vow gauntlets + Skip Grenade, and its identity is the Skip ↔ Bolt Charge two-way circuit (Skips that two-shot champions and call down Bolt-Charge strikes). Bolt Charge is its engine.
Chain Lightning is anchored on the Lucky Raspberry chest + Arcbolt Grenade, and its identity is the grenade refunding itself off jolt for room-wide ad-clear. Bolt Charge is a byproduct here, not the engine — the engine is the Arcbolt jolt→grenade-energy refund.
Different exotic, different slot, different grenade, different core loop.