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
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
Slot
Pick
Why
Subclass
Arcstrider (Arc)
The jolt/Amplified subclass — every verb here (jolt, Ionic Traces, Amplified) feeds both exotics.
Super
Gathering Storm
Throw-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 ability
Gambler's Dodge
Arms Ascension's jolt and refunds Combination Blow, repositioning you inside the storm.
Movement
Triple Jump
Extra airborne windows to trigger Ascension's air-move jolt on demand.
Melee
Combination Blow
Neutral-game sustain — heal plus dodge refund — that carries the filler between bursts.
Grenade
Arcbolt Grenade
Mandatory; the Lucky Raspberry engine that chains, jolts, and refunds itself off the jolt.
Aspect 1
Ascension
Air-move consumes class ability to jolt nearby targets and amplify allies — a ranged jolt that refunds the Arcbolt and triggers Flow State.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified, greatly increasing reload speed (Riskrunner), dodge regen, and resilience while dodging.
Fragments
Spark of Discharge · Spark of Ions · Spark of Resistance · Spark of Recharge
Two Ionic-Trace sources off the jolt flood, DR while surrounded, and a comeback valve.
Exotic armour
Lucky Raspberry (Chest Armor)
Supercharges the Arcbolt's chaining/jolt and refunds its energy off every jolt applied or jolted kill.
Weapons
Riskrunner (Arc SMG) + Arc Special + boss-DPS Heavy
Riskrunner is the chain engine; an Arc Special keeps surges and Spark of Discharge traces live; a Heavy handles what chains can't chew.
Fragments
Spark of DischargeArc weapon final blows can create an Ionic Trace
Spark of Ionsdefeating a jolted target creates an Ionic Trace
Spark of Resistancemore resistant while surrounded
Spark of Rechargemelee + grenade regen faster while critically wounded
Why it works (the mechanics)
The overcharge is self-sustaining here. Arc Conductor only asks for Arc damage, and this kit floods the room with it — Arcbolt jolts, Riskrunner's own chains, Ascension's air-move, and Gathering Storm all deal Arc. So Conductor stays lit permanently, chaining lightning between enemies while resisting the Arc that keeps it on.
The grenade pays for itself. Probability Matrix refunds Arcbolt energy off applying jolt or damaging jolted combatants, and the room is always jolted. The chaining Arcbolt is therefore up almost constantly, and each throw jolts more targets, which refunds more — a grenade loop with no external input.
Jolt drives the subclass economy. Spark of Ions turns every jolted kill into an Ionic Trace and Spark of Discharge adds a chance on any Arc weapon kill, so the trace stream feeds ability energy. Jolted kills also make you Amplified via Flow State, which greatly increases Riskrunner's reload — more uptime, more chains, more jolt.
You are hard to hurt with Arc. Arc Conductor resists incoming Arc damage, Spark of Resistance adds DR while surrounded, and Amplified layers on more — exactly what you want when the build's whole point is standing inside the pack.
Ascension and the Super refresh the loop from range. Ascension's air-move jolts nearby targets and amplifies allies without spending a grenade, and Gathering Storm blankets a dense pack or boss with jolt, refunding the Arcbolt and re-lighting Conductor after any lull.
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:
Boots: SMG Scavenger + Innervation (Arc reserves plus grenade energy off Orbs).
Chest: Arc Resistance / Concussive Dampener — you fight at melee range in the storm.
Class item: Bomber + Time Dilation — grenade energy on dodge, longer buff timers.
Surge: Arc Weapon Surge ×2 — matches the Arc SMG and 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.
Artifact — Encrypted Data Disk
Picks (2/3/2):
Tier 1: Fierce Proxemics · Press the Advantage
Tier 2: Dielectric · Blinding Jolts · Counter Energy
Tier 3: Elemental Orbs: Arc · Tazer Tag
Dielectric turns defeating Arc-debuffed (jolted) targets into Bolt Charge, and rapid jolted kills into an Orb of Power plus a heal — the room is permanently jolted, so this never stops.
Blinding Jolts blinds nearby combatants on any final blow against a jolted target, layering free CC onto every chain kill.
Elemental Orbs: Arc spawns an Arc Elemental Orb on Arc weapon kills that you shoot for a jolting explosion — more AoE jolt and Orb economy off Riskrunner's mowing.
Tazer Tag makes Arc-powered melee hits jolt and deal extra damage, giving the Combination Blow filler its own jolt source.
Fierce Proxemics and Counter Energy top the kit up: finisher kills grant grenade/melee energy, and champion stuns feed your least-charged ability, keeping Gathering Storm and the Arcbolt full.
Press the Advantage grants stability, handling, and reload after a shield break — smoothing Riskrunner between chains.
Where it shines
Add-dense PvE — Nightfalls, Battlegrounds, lost sectors — where the jolt/chain loop blankets whole rooms and the Arcbolt is always up.
Sustained survival content where standing in the pack is the play: Arc Conductor resist + Spark of Resistance + Amplified stack into a real Arc-DR floor.
Champion coverage: Jolt stuns Overload everywhere (Arcbolt, Ascension, Gathering Storm, chains). For Barrier and Unstoppable, lean on the Encrypted Data Disk options that fit your kit (Riposte/Kinetic Rupture stun Unstoppable with a Sword/Kinetic weapon) or bring anti-Barrier / anti-Unstoppable weapon frames and mods.
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 (6/10)
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.
Fastball1efill
Increases grenade throw distance.
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)
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
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.
Class Item (5/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Time Dilation3e
Your 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.