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
Slot
Pick
Why
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; dodge feeds the Arc economy.
Melee
Combination Blow
Strong sustain between casts; melee kills keep you topped up.
Grenade
Flux / Arc Bolt grenade
Jolt applicator (via Spark of Shock) for more debuffed targets to finish.
Aspect 1
Tempest Strike
Slide → uppercut jolts everything in front; defeating jolted targets grants Bolt Charge. Manufactures the jolted kills Raiju and the artifact both feed on.
Aspect 2
Flow State
Defeating 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)
Spark of Ionsjolt / Bolt-Charge kills → Ionic Trace
Spark of DischargeArc weapon kills → Ionic Trace; collecting one → Bolt Charge
Spark of ResistanceDR while surrounded, +10 Melee
Spark of Amplituderapid kills while Amplified → Orb of Power — feeds Super energy
Spark of ShockArc grenades jolt, turns your grenade into a jolt applicator
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)
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 in the room becoming jolted simultaneously triggers three things: Raiju's own refund (jolted kills → Super), Tempest Strike (jolted kills → Bolt Charge), and the artifact's Dielectric (Arc-debuffed kills → Bolt Charge + Orbs + heal). One cast lights the whole engine.
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 moment the javelin lands. Spark of Ions converts those same jolted kills into Ionic Traces, and Orbs from Spark of Amplitude feed Super on top (with Ashes to Assets converting all of it). On a dense ad wave you get the Super back far faster than a Star-Eater player who has to wait for 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 (Orbs → Super), Flashover (artifact), and Luminopotent if you run it. The build is built to be Amplified almost permanently.
Bolt Charge is the connective tissue. Tempest Strike's jolted kills and Spark of Discharge's collected traces both grant Bolt Charge stacks; the artifact's Flashover turns max Bolt Charge into Amplified + bigger lightning, and Defibrillating Blast lets a champion stun dump max Bolt Charge for a team heal. You're never not generating it.
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's often worth more than the raw javelin number — you keep everyone buffed and you can throw the Super on cooldown instead of hoarding it for the damage phase.
Weapons
Arc primary with Voltshot — kills jolt, feeding the same loop with no Super needed; pairs with Spark of Discharge for trace generation. The ad-clear backbone.
An Arc special/heavy to keep Spark of Discharge and Spark of Amplitude fed while Amplified.
A jolt-applying or high-RoF arc weapon means the room stays debuffed between casts, so Raiju's refund condition is always satisfiable on the next kill.
Champions (Anti-Champion 2.0): jolt covers Overload behaviour — and you jolt everything, so Overloads are handled passively. Pick weapon archetypes that cover Barrier and Unstoppable (stuns are intrinsic to the archetype now). The artifact's Defibrillating Blast turns a champion stun into max Bolt Charge + a team heal — champions become a buff button.
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.
Archetypes: Colossus (Super / Health) is the clean fit; Powerhouse (Weapons / Super) if you want the weapon half stronger.
Mods: Ashes to Assets ×2 (Super energy from ability kills — converts your jolted-kill flood directly into Super), Hands-On (Super on melee kills, pairs with Combination Blow), an Orb-pickup Super mod, and Arc weapon surges for your kit.
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)
Piece
Mod · cost
What it does
Helmet (9/10)
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Hands-On3e
Gain bonus Super energy on melee kills.
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 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 (3/10)
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.
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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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:
Dielectric — defeating Arc-debuffed targets → Bolt Charge; rapid kills → Orbs + a small heal. The cast jolts everyone, so every follow-up kill triggers this: Bolt Charge, Orbs (→ Super via your Super mods), and self-healing in one perk.
Flashover — max Bolt Charge → Amplified + bigger lightning bolts. You hit max Bolt Charge constantly (Tempest Strike + Discharge + Defib), so this is more Amplify uptime layered on top of Raiju's and Flow State's.
Defibrillating Blast — stunning a champion → max Bolt Charge + an Arc bolt that heals you and jolts. Turns champion stuns into a team heal and a full Bolt Charge dump.
Elemental Siphon / Beam Medic as flex picks — extra Super energy from pickups, or rapid Trace-kill healing for the team.
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
Cast Gathering Storm into the pack. Raiju's lightning jolts the whole room and Amplifies the fireteam. (Don't save it for a boss — that's the other build.)
Finish the jolted targets. Each one refunds a little Gathering Storm energy (Raiju), spits an Ionic Trace (Spark of Ions), grants Bolt Charge (Tempest Strike / Dielectric), and — while Amplified — drops Orbs (Spark of Amplitude). The Super bar climbs fast.
Hold Amplified between casts. Flow State re-Amplifies you on jolted kills; the cast buff carries the team. Tempest Strike (slide → uppercut) re-jolts any fresh pack so the refund condition is always live.
Champion appears → stun it (jolt covers Overload; archetype stuns cover the rest) → Defibrillating Blast = max Bolt Charge + team heal → Flashover keeps you Amplified and hitting harder.
Recast the moment it's up. Because you refund Super off the ad-clear, you're throwing the javelin again well before a Star-Eater player would — re-jolting the room and re-buffing the team. That cadence is the build.