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Arc

Overcharge — Lucky Raspberry + Riskrunner (Arc Hunter)

Self-feeding chain-lightning ad-clear — Riskrunner overcharges off the Arc it sits in while Lucky Raspberry's jolting Arcbolt refunds itself, blanketing the room in Arc with built-in Arc DR
Lucky Raspberry on light.gg

Centerpiece: Lucky Raspberry (Chest Armor) · Subclass: Arcstrider (Arc) · Role: Self-feeding chain-lightning ad-clear — Riskrunner overcharges off the Arc it sits in while Lucky Raspberry's jolting Arcbolt refunds itself, blanketing the room in Arc with built-in Arc DR Sandbox: 9.7.0 · Updated 2026-07-03

Riskrunner wakes up the moment Arc damage touches it, and an Arc room is full of Arc damage. Once it is 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 hands the grenade back. 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.

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.

Arc Conductor (Riskrunner): "When taking Arc Damage, this weapon becomes more powerful and resists incoming Arc Damage. Kills extend the time in this overcharged state."

Lucky Raspberry turns the Arcbolt into a self-funding jolt-chain: it hits more targets, jolts them, and every jolt or jolt-kill feeds the grenade back, so in a jolt-soaked room the Arcbolt is almost always ready. Its natural partner is Riskrunner, the exotic weapon carried alongside it. Riskrunner is a 900-RPM Arc SMG whose Arc Conductor flips on from any Arc damage — your own jolts and chains included — making it overcharged, resistant to Arc, and chaining lightning between enemies, with kills extending the state. Together the two exotics form a closed loop: the SMG floods the pack with Arc, that Arc keeps Conductor lit and jolts targets, and every jolt refunds the Arcbolt that jolts more.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)The jolt/Amplified subclass — every verb here (jolt, Ionic Traces, Amplified) feeds both exotics.
SuperGathering StormThrow-and-embed staff jolts a wide area, so jolt kills refund the Arcbolt and feed Flow State, and it is the boss/heavy burst the neutral kit lacks.
Class abilityGambler's DodgeArms Ascension's jolt and refunds Combination Blow, repositioning you inside the storm.
MovementTriple JumpExtra airborne windows to trigger Ascension's air-move jolt on demand.
MeleeCombination BlowNeutral-game sustain — heal plus dodge refund — that carries the filler between bursts.
GrenadeArcbolt GrenadeMandatory; the Lucky Raspberry engine that chains, jolts, and refunds itself off the jolt.
Aspect 1AscensionAir-move consumes class ability to jolt nearby targets and amplify allies — a ranged jolt that refunds the Arcbolt and triggers Flow State.
Aspect 2Flow StateDefeating a jolted target makes you Amplified, greatly increasing reload speed (Riskrunner), dodge regen, and resilience while dodging.
FragmentsSpark of Discharge · Spark of Ions · Spark of Resistance · Spark of RechargeTwo Ionic-Trace sources off the jolt flood, DR while surrounded, and a comeback valve.
Exotic armourLucky Raspberry (Chest Armor)Supercharges the Arcbolt's chaining/jolt and refunds its energy off every jolt applied or jolted kill.
WeaponsRiskrunner (Arc SMG) + Arc Special + boss-DPS HeavyRiskrunner is the chain engine; an Arc Special keeps surges and Spark of Discharge traces live; a Heavy handles what chains can't chew.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Grenade → Health. Lean Gunner/Powerhouse for Riskrunner throughput, then Grenadier/Demolitionist to keep the second engine (Arcbolt) cycling, with Health as the survivability floor on top of Arc Conductor's resist.

Mods:

Artifact — Encrypted Data Disk

Picks (2/3/2):

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 (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Legs (3/10)Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
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.
Class Item (5/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Time Dilation 3eYour decaying Armor Charge has a longer duration.

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: keeps Spark of Discharge traces relevant. - **Anti-Champion:** Overload is covered intrinsically by jolt; slot anti-Barrier / anti-Unstoppable mods or bring champion frames for the rest.