Anchor: Lucky Raspberry · Subclass: Arcstrider (Arc) · Role: Chain-lightning ad-clear — Riskrunner overcharges into chaining bolts while Lucky Raspberry's jolting Arcbolt refunds itself, blanketing the room in Arc damage with built-in Arc DR Sandbox: 9.7.0 · Created 2026-06-24
Riskrunner wakes up when Arc damage hits it — and an Arc room is full of Arc damage. Once it's overcharged it chains lightning between enemies and shrugs off the Arc that fed it. Lucky Raspberry's Arcbolt jolts and chains too, and every jolt refunds the grenade. So the SMG keeps the room arced, the room keeps the SMG overcharged, the jolts keep the grenade coming, and you stand in a permanent lightning storm taking reduced Arc damage. Self-feeding chaos.
Lucky Raspberry is the chest, Riskrunner the Primary — both Arc, both about chaining lightning and staying overcharged:
| Slot | Pick | Why |
|---|---|---|
| Super | Throw-and-embed staff jolts a wide area → jolt kills refund Arcbolt + feed Flow State, and it's the boss/heavy burst the kit lacks. | |
| Class ability | Arms Ascension's jolt and refunds Combination Blow; repositions inside the storm. | |
| Melee | Neutral-game sustain (heal + dodge refund) between bursts. | |
| Grenade | Mandatory — the Lucky Raspberry engine; chains + jolts, and the jolt refunds it. | |
| Aspect 1 | Spin-dodge jolts nearby targets (a ranged jolt source) and Amplifies allies → directly refunds Arcbolt (Lucky Raspberry) and feeds Flow State. 2 fragment slots. | |
| Aspect 2 | Jolted kills → Amplified → faster reload (Riskrunner) + dodge regen + faster everything. 2 fragment slots. |
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.
It turns the Arcbolt into a self-funding jolt-chain: it hits more targets, jolts them, and every jolt feeds the grenade back. In an Arc build that's constantly jolting (Riskrunner chains, Ascension, Gathering Storm), the Arcbolt is almost always ready.
Arc Conductor: "When taking Arc Damage, this weapon becomes more powerful and resists incoming Arc Damage. Kills extend the time in this overcharged state."
A 900-RPM Arc SMG that thrives in Arc chaos: any Arc damage flips it into
Arc Conductor — overcharged, chaining lightning between enemies, and resistant to the Arc damage that triggered it. Kills keep it lit, so in a jolt-soaked room it never turns off. It's the engine that keeps the lightning storm fed.
Priority: Weapons 150 → Grenade 100 → Health 100 → Super/Class/Melee dump.
Archetypes:
Gunner /
Powerhouse (Weapons),
Grenadier /
Demolitionist (Grenade),
Bulwark (Health). Mods: SMG Loader + Scavenger,
Grenade Font, Arc Weapon Surge ×2, Arc/Harmonic Siphon,
Bomber on the class item.
Picks (2/3/2):
Fierce Proxemics +
Press the Advantage —
Dielectric +
Blinding Jolts +
Counter Energy —
Elemental Orbs: Arc +
Tazer Tag The Arc/jolt artifact — it converts the jolt flood into Bolt Charge, blind, and Orbs:
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Harmonic Siphon 1e | 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 Siphon 3e fill | Rapid Arc weapon final blows create an Orb of Power. | |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Arms (6/10) | Grenade Font 1e | You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time. |
| Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Chest (5/10) | Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Arc Scavenger 1e | Arc weapons get bonus reserves when picking up ammo used by that weapon. |
| Arc Weapon Surge 1e | Your 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 | Your 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 1e | Reduces grenade cooldown when using your class ability. |
| Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Powerful Attraction 2e fill | 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).