Live Wire — Oathkeeper + Trinity Ghoul (Arc Hunter)
Chain-lightning bow — bank a perfect-draw Trinity Ghoul arrow indefinitely, place it into a pack, and ride the jolt economy (Ionic Traces + Amplified) straight back to the next charged shot
Centerpiece: Oathkeeper (Gauntlets) · Subclass: Arcstrider (Arc) · Role: Chain-lightning bow — bank a perfect-draw Trinity Ghoul arrow indefinitely, place it into a pack, and ride the jolt economy (Ionic Traces + Amplified) straight back to the next charged shot Sandbox: 9.7.0 · Updated 2026-07-03
Trinity Ghoul turns a 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 pack to line up, then loose it for bonus hold-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 exotic
Oathkeeper — 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."
Trinity Ghoul — Split Electron:"Fires an arrow that splits when released. Aiming down sights and fully drawing the bow both decrease the spread."
Trinity Ghoul — Lightning Rod (intrinsic):"Precision kills grant the next shot chain-lightning capabilities." — extended by the Forked Lightning catalyst: "Lightning Rod now triggers from any Arc damage final blow."
Two exotics, one weapon. Oathkeeper is a pure bow amplifier: a full draw grants Adamantine Brace, which lets a perfect draw be held with no stamina drain and adds up to a 200% PVE damage bonus that ramps the longer you hold (about 37.5% per half- second, initial impact only, expiring 4s after the draw). Trinity Ghoul is the bow that most wants to be held — a precision kill charges Lightning Rod, turning the next arrow into chain lightning that explodes and forks through an 8-metre radius as Arc damage that jolts. Oathkeeper removes the "fire now or lose it" timer on that charged arrow, so you bank the chain-lightning shot at max hold-damage and place it exactly where the pack clusters. With the catalyst any Arc kill charges the arrow, and its draw time drops 15%.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
The jolt/Amplified/Ionic-Trace verb set is what converts Trinity Ghoul's chain lightning into ability energy and reload.
Super
Gathering Storm
Throw-and-embed the staff to jolt a wide area — the single-target/boss burst a bow lacks, and jolted kills mint traces + feed Flow State.
Class ability
Marksman's Dodge
Full reload on demand — Trinity Ghoul's reserves/reload are its bottleneck, and the dodge also arms Ascension's jolt.
Movement
Triple Jump
Extra air control and hang time to line up an Ascension spin-dodge, which only fires while airborne.
Melee
Combination Blow
A neutral-game panic button between shots; chained kills heal and refund dodge energy.
Grenade
Arcbolt Grenade
Chains between targets and — with Spark of Shock — jolts them, seeding traces without spending an arrow.
Aspect 1
Ascension
Airborne spin-dodge that jolts nearby targets and amplifies allies — a ranged jolt source with no melee needed. 2 fragment slots.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified → greatly increased reload (the bow's lifeblood) + faster dodge regen. 2 fragment slots.
Fragments
Discharge · Ions · Shock · Resistance
Two trace generators, a grenade-jolt enabler, and a survivability floor for a stationary archer.
Exotic armour
Oathkeeper (Gauntlets)
Banks the charged Lightning Rod arrow at full draw and stacks hold-damage onto it.
Weapons
Trinity Ghoul (Arc bow) + Arc Special + boss-DPS Heavy
The chain-lightning engine plus the ranges/targets a Primary bow can't cover.
Fragments
Spark of DischargeArc weapon final blows have a chance to create an Ionic Trace
Spark of Ionsdefeating a jolted target creates an Ionic Trace
Spark of Shockyour Arc grenades jolt targets
Spark of Resistancemore resistant to incoming damage while surrounded
Why it works (the mechanics)
Oathkeeper turns the chain shot into a placed weapon. An Arc kill grants Lightning Rod, charging the next arrow into chain lightning; Oathkeeper lets you hold that perfect draw indefinitely, so you bank it, reposition, and loose it only when a pack clusters. The hold also stacks up to 200% PVE impact damage, so the arrow lands harder the longer you wait.
Jolt is the whole economy. The chain-lightning explosion applies jolt to the pack; jolted kills mint Ionic Traces via Spark of Ions and Arc-weapon kills mint more via Spark of Discharge, both feeding ability energy. Jolted kills also trigger Flow State's Amplified, and Amplified means greatly increased reload — enormous on a bow — putting you straight back on the next charging kill.
Ascension is a ranged jolt source. You never have to melee to keep the loop lit: the airborne spin-dodge jolts nearby targets and amplifies allies, so jolt and trace generation carry on even when a precision kill is slow to come.
Arcbolt backs up the bow. With Spark of Shock the grenade jolts everything it chains through, seeding traces and softening a pack between charged shots so the Amplified/trace state holds through a dry spell.
The artifact double-fixes reload and turns jolt into orbs. Reload at Range stacks bow reload on precision hits (layered on top of Amplified), and Dielectric converts the ever-present jolted kills into Bolt Charge, Orbs, and healing — so the room being lit up directly pays out survivability and Armour Charge.
Gathering Storm covers the burst gap. A bow has no single-target answer for a boss or a heavy reset; the embedded staff jolts a wide area, and Arc-debuffed kills trickle its energy back so it comes around fast.
Stats & mods
Weapons 200 → Class → Health. Archetype lean: Gunner / Powerhouse (Weapons) for bow throughput on top of Oathkeeper's hold-bonus, Specialist (Class) so Marksman's Dodge — your reload and your Ascension jolt — has high uptime, then Bulwark (Health) so a stationary archer survives at range. First 100 Weapons is the PVE damage bonus; push it to 200.
Arms: Bow Loader + Bow Targeting (speed the reload and tighten the draw).
Chest: Arc Resistance / concussive dampener (survivability for a fixed firing position).
Class item: Bomber (dodge uptime) + Arc or Harmonic Siphon (Orb generation on Arc kills).
Surge: Arc Weapon Surge ×2–3 (all damage is Arc).
Anti-Champion: Overload handled intrinsically by jolt; bring Barrier/Unstoppable via weapon frames on the Special/Heavy.
Artifact — Encrypted Data Disk
Picks (2/3/2):
Tier 1: Reload at Range · Fierce Proxemics
Tier 2: Dielectric · Blinding Jolts · Counter Energy
Tier 3: Elemental Orbs: Arc · Tazer Tag
Reload at Range grants a stacking reload bonus on precision hits with Bows and Sniper Rifles — layered on top of Flow State's Amplified, it fixes Trinity Ghoul's worst stat twice over.
Dielectric turns defeating Arc-debuffed (jolted) targets into Bolt Charge, and rapid ones into an Orb of Power plus a heal — the room is always jolted, so this is always firing.
Blinding Jolts makes final blows on jolted combatants blind nearby ones — free crowd control stapled to every chain-lightning kill.
Counter Energy returns least-charged-ability energy whenever you stun a champion, keeping Gathering Storm and abilities fed through Overload fights.
Elemental Orbs: Arc gives Arc final blows a chance to spawn an Arc orb you throw or shoot for a jolting explosion — extra AoE jolt plus Orb economy.
Tazer Tag makes Arc melee hits jolt and ramp damage, powering the Combination Blow panic button.
Fierce Proxemics refunds grenade and melee energy on finisher final blows, topping up Arcbolt and Combination Blow.
Where it shines
Add-clear and room-control — one banked chain-lightning arrow jolts and thins a whole pack, and Blinding Jolts + Ascension keep the room stunned while traces refill.
Endless-mode / survival content — the jolt → trace → Amplified → reload loop is self-sustaining, and Dielectric's Orbs + heal give a stationary archer a survival floor.
Boss and heavy-target moments — Gathering Storm is the single-target burst the bow lacks; embed it and let Arc-debuffed kills recharge it.
Champion coverage: breaks Overload intrinsically with jolt (chain lightning + Arcbolt + Ascension). Encrypted Data Disk's own anti-champion mods (Riposte/Kinetic Rupture = Unstoppable) aren't among these picks, so bring Barrier + Unstoppable weapon frames on the Special/Heavy; Counter Energy rewards the stuns you land.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Harmonic Siphon1e
Rapid 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.
Harmonic Siphon1e
Rapid 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 Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Arms (8/10)
Weapon Loader (faster reload)3e
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 Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
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 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 (3/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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).