Throw the javelin not for one big number but for what lands around it — the whole room jolts, every ally goes Amplified, and the jolted bodies you mow down feed the Super straight back to you. Raiju turns Gathering Storm from a once-a-fight DPS cooldown into a support beacon you keep re-lighting. Cast, clear, cast again.
The exotic
Mobius Conduit: Activating Gathering Storm calls down lightning on all nearby targets, jolting them while also amplifying allies. Defeating Arc debuffed targets grants a small amount of Gathering Storm energy.
Two halves, both pointed at the Super. The cast is the team buff — the lightning jolts everything in range (also your single biggest pulse of Arc-debuff application) and hands the whole fireteam Amplified for free. The kills are the refund: every Arc-debuffed body you defeat afterwards drips Gathering Storm energy back (Clarity measures it at roughly 1% per minor, 2.5% per elite, 4% per miniboss/player), and the cast's lightning strikes themselves can refund up to ~50% Super on the hits and kills they land. So the Super you just spent starts refilling the instant the room is debuffed. That is the loop — cast to jolt-and-buff, finish the jolted to recharge, repeat — and because the cast pre-jolts the entire pack, the refund condition is satisfied on almost every follow-up kill.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
Arc's jolt debuff is Raiju's refund fuel and the jolt-kill engine for Bolt Charge and Ionic Traces.
Super
Gathering Storm
Mandatory — Raiju only fires on this cast; the javelin's eruption is what jolts the room and Amplifies the fireteam.
Class ability
Gambler's Dodge
Refunds melee for Tempest Strike (up to 200% near a target) and keeps the Arc dodge economy flowing.
Movement
Triple Jump
Repositioning to line up slide → Tempest Strike uppercuts across fresh packs; pure mobility, no spec conflict.
Melee
Combination Blow
Strong sustain between casts; melee kills keep you topped up and feed Hands-On Super energy.
Grenade
Flux / Arc Bolt grenade
With Spark of Shock it jolts, adding a second Arc-debuff applicator for more refund fodder.
Aspect 1
Tempest Strike
Slide → uppercut jolts everything in front; manufactures the jolted kills Raiju and the artifact both feed on.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified (faster dodge, more resilient, faster reload), so you personally hold Amplify between casts.
Fragments
5 Sparks (below)
Convert jolted kills into Ionic Traces, Bolt Charge and Orbs — every refund source at once.
Exotic armour
Raiju's Harness (Chest)
The centrepiece: cast jolts + Amplifies the team, Arc-debuffed kills refund Gathering Storm.
Keep the room jolted and Spark of Discharge / Amplitude fed between casts.
Fragments
Spark of Ionsjolt or Bolt-Charge kills create an Ionic Trace
Spark of DischargeArc weapon kills can create an Ionic Trace
Spark of Resistancedamage resist while surrounded, +10 Melee
Spark of Amplituderapid kills while Amplified create an Orb of Power
Spark of Shockyour Arc grenades jolt
Why it works (the mechanics)
The cast is a debuff bomb, not a damage cast. Star-Eater Gathering Storm lives and dies by the embed-and-DoT on a boss. Raiju's value is the lightning on all nearby targets — it Arc-debuffs (jolts) the entire pack at once. Every target becoming jolted simultaneously arms three engines: Raiju's own refund (Arc-debuffed kills → Super), Tempest Strike's jolt-kill payoff, and the artifact's Dielectric (Arc-debuffed kills → Bolt Charge + Orbs + heal). One cast lights the whole board.
The Super pays itself back. "Defeating Arc debuffed targets grants Gathering Storm energy" is the headline, and because the cast jolts everything, the field is pre-loaded with refund fodder the instant the javelin lands. Clarity clocks the refund at ~1% / 2.5% / 4% per minor / elite / miniboss kill, plus the cast's lightning strikes refunding up to ~50% on their own hits. On a dense ad wave that stacks far faster than a Star-Eater player waiting on a fresh boss window.
You Amplify the team twice over. The cast Amplifies allies (Raiju), and Flow State Amplifies you on the next jolted kill — so you personally hold Amplified between casts while the fireteam rides the cast buff. Amplified is the gate for Spark of Amplitude (rapid kills → Orb), the artifact's Flashover, and any Ionic Overclock weapons. The build is engineered to be Amplified almost permanently.
Bolt Charge is the connective tissue. Spark of Ions turns jolt kills into Ionic Traces, Dielectric and Tempest Strike both grant Bolt Charge off Arc-debuffed kills, and the artifact's Flashover converts max Bolt Charge into Amplified plus bigger lightning bolts. Defibrillating Blast lets a champion stun dump max Bolt Charge for a team heal. You are never not generating it.
The orb-and-trace loop feeds Super on top. Spark of Amplitude spits Orbs while Amplified, Heavy Handed adds more, and Absolution turns each pickup into ability regen; Spark of Discharge and Spark of Ions flood Ionic Traces. Layered over Raiju's direct refund, the Super bar climbs from three directions at once during any ad-heavy fight.
Support, not selfish DPS. Read the role honestly: this build's output is team Amplify uptime + room-wide jolt + Super availability, not a boss health bar. In a fireteam that is often worth more than the raw javelin number — you keep everyone buffed and throw the Super on cooldown instead of hoarding it for a damage phase.
Stats & mods
Super 200 → Health → Weapons. Super is the priority because the whole identity is casting often — even though Raiju refunds Super on jolted kills, a high Super stat multiplies every refund source. Health second for survivability standing in the ad packs you are meant to fight inside (Spark of Resistance wants you surrounded), then Weapons to keep the Arc kill-economy flowing between casts. Archetype lean: Colossus (Super / Health) is the clean fit; Powerhouse (Weapons / Super) if you want the weapon half stronger. Helmet super-generation mods — Ashes to Assets (Super on grenade kills) and Hands-On (Super on melee kills) — are the core that converts your jolted-kill flood directly into Super.
Mods:
Boots: Absolution — every Orb of Power you pick up (Spark of Amplitude, Heavy Handed) shaves all ability cooldowns; Recuperation if you want more orb-heal sustain.
Arms: loader / targeting mods for your Arc primary to keep the Voltshot kill-loop fast (paired with the helmet's Hands-On for melee → Super).
Chest: Arc/Void/Solar resist mods — you are meant to stand inside the pack for Spark of Resistance, so stack the incoming-damage reductions.
Class item: Bomber or Distribution — cash in each Gambler's Dodge near the pack for extra ability regen.
Surge: Arc surges matching your kit for weapon damage into the jolted room.
Anti-Champion: intrinsic jolt covers Overload passively (you jolt everything); bring archetype stuns for Barrier and Unstoppable.
Artifact — Tablet of Ruin
Picks (2/3/2):
Tier 1: Dielectric · Elemental Siphon
Tier 2: Flashover · Harsh Refraction · Gold From Lead
Tier 3: Defibrillating Blast · Limit Break
Dielectric grants Bolt Charge on Arc-debuffed kills and spawns an Orb + a small heal on rapid Arc-debuffed kills. The cast jolts everyone, so every follow-up kill triggers it: Bolt Charge, Orbs (→ Super via your Super mods) and self-healing in one perk.
Elemental Siphon makes rapid Arc (Super-matching) or Kinetic kills spawn an Elemental pickup matching your Arc Super, adding another collectible to the ability economy between casts (the manifest confirms the pickup is created but not its exact collect bonus — see Verify).
Flashover turns max Bolt Charge into Amplified plus bigger lightning bolts. You hit max Bolt Charge constantly (Tempest Strike + Dielectric + Defib), so this is more Amplify uptime layered on Raiju's and Flow State's.
Harsh Refraction boosts Trace Rifle damage against targets with a matching elemental debuff — and post-cast the field is always jolted, so your Arc trace (Spark of Discharge fodder) always hits the bonus.
Gold From Lead gives Special-ammo pickups a chance to grant Heavy, keeping your Arc heavy fed so the Spark of Discharge / Amplitude weapon economy stays topped between casts.
Defibrillating Blast turns stunning a champion into max Bolt Charge plus jolting, healing Bolt-Charge bolts — champion stuns become a team heal and a full Bolt Charge dump.
Limit Break grants increased Super damage when you cast a Super while holding a matching elemental buff — and you cast an Arc Super while permanently Amplified, so every Gathering Storm throw gets the window for free.
Where it shines
Ad-heavy endgame (GMs, legend/master seasonal, dungeons with dense packs) — the more bodies in range at cast, the faster the Super refunds and the higher the team Amplify uptime.
Fireteam support slot — you keep everyone Amplified and throw the javelin on cooldown as a rolling team buff rather than saving it for one window.
Not a boss-DPS build — against a lone boss there is nothing to jolt for the refund; run the Star-Eater Gathering Storm build for scheduled damage phases instead.
Champion coverage: intrinsic jolt breaks Overload passively (you jolt everything at cast); bring weapon/archetype stuns for Barrier and Unstoppable, and note Defibrillating Blast converts any champion stun into max Bolt Charge + a team heal.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Hands-On3e
Gain bonus Super energy on melee kills.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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 Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (5/10)
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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 (5/10)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
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). Flex/loadout-dependent: Unstoppable.