← Back
Arc

Live Wire — Oathkeeper + Trinity Ghoul (Arc Hunter)

Chain-lightning bow — hold a perfect-draw Trinity Ghoul indefinitely, release a charged chain-lightning arrow that jolts a whole pack, and ride the jolt economy (traces + Amplified) back to the next shot
Oathkeeper on light.gg

Anchor: Oathkeeper · Subclass: Arcstrider (Arc) · Role: Chain-lightning bow — hold a perfect-draw Trinity Ghoul indefinitely, release a charged chain-lightning arrow that jolts a whole pack, and ride the jolt economy (traces + Amplified) back to the next shot Sandbox: 9.7.0 · Created 2026-06-24

Trinity Ghoul's catalyst turns a precision kill into a chain-lightning arrow that forks across a crowd and jolts everything it touches. Oathkeeper lets you sit on that perfect draw as long as you like — hold the charged shot, wait for the opening, and loose it for bonus damage. Jolted kills mint Ionic Traces and make you Amplified, which reloads the bow faster, which gets you to the next charged shot. One arrow, a lit-up room.

The pairing — why two exotics, not one

Oathkeeper is the gauntlets, Trinity Ghoul the Primary — Oathkeeper is a pure bow amplifier, Trinity Ghoul is the bow that most wants to be amplified:

Loadout

SlotPickWhy
SuperGathering StormThrow-and-embed the staff to jolt a wide area → jolted kills mint traces + feed Flow State, and it's the single-target/boss burst a bow lacks.
Class abilityMarksman's DodgeFull reload — Trinity Ghoul's reserves and reload are its bottleneck; the dodge skips it and arms Ascension's jolt.
MeleeCombination BlowA neutral-game panic button between shots; chained kills heal and refund the dodge.
GrenadeArcbolt GrenadeChains between targets and — with Spark of Shock — jolts them, seeding traces without spending an arrow.
Aspect 1AscensionSpin-dodge electrifies and jolts nearby targets (a ranged-friendly jolt source, no melee needed) and Amplifies allies. 2 fragment slots.
Aspect 2Flow StateJolted kills → Amplified → greatly increased reload (the bow's lifeblood) + faster dodge regen. 2 fragment slots.
Fragments (4)

Exotic armour — Oathkeeper (Gauntlets)

Adamantine Brace: Bow perfect draw can be held indefinitely. Gain a bonus to the Bow's damage when released, based on how long perfect draw was held. Provides a moderate benefit to the airborne effectiveness stat of Bows.

Two gifts for one weapon: you can bank a fully-drawn shot with no stamina drain (hold the Lightning Rod arrow until the shot is perfect) and you get more damage the longer you hold — so the charged chain-lightning arrow lands harder and exactly where you want it.

Exotic weapon — Trinity Ghoul (Combat Bow · Arc · Primary)

Split Electron: "Fires an arrow that splits when released. Aiming down sights and fully drawing the bow both decrease the spread."

An Arc Primary bow. Base, it sprays a fan of arrows; with the Lightning Rod catalyst a precision kill supercharges the next arrow into chain lightning that forks through a pack — high AoE Arc damage that jolts. The catalyst is the engine, so this build assumes it's unlocked.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Weapons 150 → Class 100 → Health 100 → Super/Grenade/Melee dump.

Archetypes: Gunner / Powerhouse (Weapons), Specialist (Class), Bulwark (Health). Mods: Bow Loader + Reserves, Bow Targeting, Arc Weapon Surge ×2, Arc/Harmonic Siphon, Bomber on the class item for dodge uptime.

Artifact — Encrypted Data Disk (Renegades)

Picks (2/3/2): Reload at Range + Fierce ProxemicsDielectric + Blinding Jolts + Counter EnergyElemental Orbs: Arc + Tazer Tag The Arc artifact that also happens to love bows:

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (8/10)Weapon Loader (faster reload) 3e
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)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 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 (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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). Flex/loadout-dependent: **Bow Targeting**.

The loop