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Arc

Tempest Caller — Raiju's Harness (Arc Hunter)

Gathering Storm super-uptime + room-wide jolt / Amplify team support
Raiju's Harness on light.gg

Centerpiece: Raiju's Harness (Chest) · Subclass: Arcstrider · Role: Gathering Storm super-uptime + room-wide jolt / Amplify team support Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassArcstriderArc's jolt debuff is Raiju's refund fuel and the jolt-kill engine for Bolt Charge and Ionic Traces.
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 (up to 200% near a target) and keeps the Arc dodge economy flowing.
MovementTriple JumpRepositioning to line up slide → Tempest Strike uppercuts across fresh packs; pure mobility, no spec conflict.
MeleeCombination BlowStrong sustain between casts; melee kills keep you topped up and feed Hands-On Super energy.
GrenadeFlux / Arc Bolt grenadeWith Spark of Shock it jolts, adding a second Arc-debuff applicator for more refund fodder.
Aspect 1Tempest StrikeSlide → uppercut jolts everything in front; manufactures the jolted kills Raiju and the artifact both feed on.
Aspect 2Flow StateDefeating a jolted target makes you Amplified (faster dodge, more resilient, faster reload), so you personally hold Amplify between casts.
Fragments5 Sparks (below)Convert jolted kills into Ionic Traces, Bolt Charge and Orbs — every refund source at once.
Exotic armourRaiju's Harness (Chest)The centrepiece: cast jolts + Amplifies the team, Arc-debuffed kills refund Gathering Storm.
WeaponsArc primary (Voltshot) · Arc special/heavy · Arc trace rifleKeep the room jolted and Spark of Discharge / Amplitude fed between casts.
Fragments

Why it works (the mechanics)

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:

Artifact — Tablet of Ruin

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Hands-On 3eGain bonus Super energy on melee kills.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (8/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
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 (5/10)Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
Class Item (5/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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.