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Arc

Tempest Caller — Raiju's Harness (Arc Hunter)

Gathering Storm super-uptime + room-wide jolt/Amplify team support

Anchor: Raiju's Harness (Chest) · Subclass: Arcstrider · Role: Gathering Storm super-uptime + room-wide jolt/Amplify team support Sandbox: 9.7.0 · Created 2026-06-16

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.

Loadout

SlotPickWhy
SuperGathering StormMandatory — Raiju only fires on this cast. The javelin's eruption is what jolts the room and Amplifies the fireteam.
Class abilityGambler's DodgeRefunds melee for Tempest Strike; dodge feeds the Arc economy.
MeleeCombination BlowStrong sustain between casts; melee kills keep you topped up.
GrenadeFlux / Arc Bolt grenadeJolt applicator (via Spark of Shock) for more debuffed targets to finish.
Aspect 1Tempest StrikeSlide → uppercut jolts everything in front; defeating jolted targets grants Bolt Charge. Manufactures the jolted kills Raiju and the artifact both feed on.
Aspect 2Flow StateDefeating a jolted target → Amplified (faster dodge, more resilient, reload). Stacks team Amplify with your own, and the dodge speed keeps Tempest Strike cycling.
Fragments (5)

Exotic — Raiju's Harness (Chest)

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 (which is also your single biggest pulse of Arc-debuff application) and hands your whole fireteam Amplified for free. The kills are the refund: every jolted body you defeat afterwards drips Gathering Storm energy back, so the Super you just spent starts refilling the instant the room is debuffed. That's the loop — cast to jolt-and-buff, finish the jolted to recharge, repeat.

Why this works (the mechanics)

Weapons

Stats & archetypes

Super → 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 in the thick of the ad packs you're meant to stand in (Spark of Resistance wants you surrounded), then Weapons to keep the Arc kill-economy flowing between casts.

Set bonus (optional)

Luminopotent (Portal) · 4pc "Shock and Clear": final blows with jolt or against jolted combatants create Ionic Traces. Pure on-theme garnish — every jolted kill you're already racking up spits an extra trace, which means more Bolt Charge (Spark of Discharge collection) and more Super uptime via the Arc economy. It drops in the core Portal playlist, so it's farmable by anyone.

The build does not need it — Spark of Ions already turns jolted kills into traces on the normal cooldown, and Raiju's own jolted-kill refund is the real Super engine. Luminopotent just uncaps the trace flood. 2pc Ionic Overclock (Amplified → Fusion/LFR/Heat handling/reload) is a freebie if you happen to run those weapons, since you're Amplified constantly.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Ashes to Assets 3eGain bonus Super energy on grenade kills.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Hands-On 3eGain bonus Super energy on melee kills.
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 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)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.
Arc Weapon Surge 1e fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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). Flex/loadout-dependent: pairs with Combination Blow); an Orb-pickup Super mod.

Artifact — Tablet of Ruin (Episode: Heresy)

The Arc column reads like it was written for this chest:

Particle Reconstruction (the Star-Eater build's pick) is irrelevant here — you're not building a fusion/LFR damage phase. Take the Bolt Charge / Dielectric package instead and lean into the ad-clear support identity.

The loop