Anchor: Shinobu's Vow · Subclass: Arcstrider (Arc) · Role: Pure Bolt-Charge engine — Skip Grenade + Thunderlord lightning strikes flood Bolt Charge for champion two-shots, constant team heals, and Overload Sandbox: 9.7.0 · Created 2026-06-24
Thunderlord's kills call lightning down from the sky, and every strike is a Bolt Charge stack. Shinobu's Vow turns Bolt Charge into Skip-Grenade energy and a team heal. So the machine gun feeds the grenade and the grenade feeds the machine gun — a self-topping Bolt Charge loop with Overload baked straight into Thunderlord. No trace bridge needed; this one runs on raw Bolt Charge.
The pairing — why two exotics, not one
Shinobu's Vow is the gauntlets, Thunderlord is the Heavy — both Arc, both all about Bolt Charge:
Shinobu's Vow is a two-way Skip↔Bolt-Charge circuit: Skip damage builds Bolt Charge, Bolt Charge refunds Skip energy + heals allies + enhances the next Skip, and you get a second Skip charge. Its only need is a steady Bolt Charge source so the skips never stop.
Thunderlord is that source on tap: Arc MG whose final blows summon lightning strikes, and each strike grants a Bolt Charge stack, plus intrinsic Overload. It's a Bolt Charge firehose.
They share Bolt Charge directly — unlike Stormswarm (which bridged blind→jolt through Ionic Traces), this loop is raw: Thunderlord strikes → Bolt Charge → Shinobu's Skip energy + heal; Skip damage → more Bolt Charge. The Arc verb economy (jolt → traces → Bolt Charge) is a second layer underneath.
Loadout
Slot
Pick
Why
Super
Gathering Storm
Wide pack jolt + the single-target/boss burst the kit otherwise lacks; jolt kills backfill traces. (Arc Staff to roam.)
Class ability
Gambler's Dodge
Melee energy near enemies for Combination Blow sustain; arms Tempest Strike's slide.
Melee
Combination Blow
Neutral-game sustain between Thunderlord bursts and Skip volleys.
Grenade
Skip Grenade
The Shinobu's engine — two charges; Spark of Shock makes the seekers jolt.
Aspect 1
Tempest Strike
Slide → charged-melee uppercut that jolts a line — an AoE jolt source seeding Ionic Traces + the Dielectric/Defibrillating Arc payoffs.
Aspect 2
Flow State
Jolted kills → Amplified; while Amplified, faster dodge + greatly increased reload (Thunderlord's reload is real).
Fragments
Spark of ShockArc grenades jolt — the skip seekers debuff the room
Spark of DischargeArc weapon kills can make a trace, and collecting any trace grants a Bolt Charge stack — Thunderlord is Arc, so its kills feed this too
Spark of Ionsjolted or Bolt-Charge kills create an Ionic Trace
Spark of ResistanceDR while surrounded — survivability under the constant Bolt-Charge heals
Exotic armour — Shinobu's Vow (Gauntlets)
New Tricks: Gain an additional Skip Grenade charge. Skip Grenade damage grants Bolt Charge and gaining Bolt Charge grants Skip Grenade energy. When Bolt Charge is ready, you heal nearby allies and enhance your next Skip Grenade (extra bounces + bonus seekers per bounce).
A single Skip caps Bolt Charge on its own; with Thunderlord also feeding Bolt Charge, "New Tricks" is permanently lit — you're always healing on the cue and always topping Skip energy.
Reign Havoc:"Final blows with this weapon generate stunning lightning strikes from above. Lightning strikes grant a stack of Bolt Charge. Strong against [Disruption] Overload Champions."
450-RPM Arc Heavy MG with intrinsic Overload. The kill-triggered lightning strikes are the point: they stun, they clear, and each one is a Bolt Charge stack — so simply mowing a pack tops your Bolt Charge (and therefore your Skip energy + heal) for free.
Why this works (the mechanics)
Thunderlord is a Bolt Charge firehose. MG kills → lightning strikes → each a Bolt Charge stack → Shinobu's converts Bolt Charge to Skip energy + heals allies. You cap Bolt Charge just by shooting the Heavy.
Skip Grenade closes the other half. Skip damage → Bolt Charge → Skip energy; two charges + Thunderlord's top-up means a Skip is always ready, and at ~200 Grenade the Skips two-shot champions (they deal real damage now).
Champions fall to the kit. Thunderlord stuns Overload intrinsically; Defibrillating Blast (artifact) turns any champion stun into max Bolt Charge (= full Skip + heal + a jolting heal-bolt). Cover Barrier on the Primary/Special.
Heals are constant. Shinobu's heals every Bolt-Charge cue (which is always, now), and Defibrillating Blast's bolts heal — Spark of Resistance's DR on top makes you very hard to drop in −30 content.
The trace layer is gravy. Skip seekers + Tempest Strike jolt the room; jolt kills mint Ionic Traces (Spark of Ions/Discharge) → ability energy + extra Bolt Charge. Even without Thunderlord up, the grenade loop self-sustains.
Weapons
Thunderlord is the Heavy. Fill Primary + Special for coverage:
Arc Primary (Voltshot / intrinsic jolt) — feeds Spark of Discharge traces and jolt, keeps Arc surges + Siphon live, and finishes between MG bursts.
Special — your champion-coverage slot or a damage special; Gold From Lead (artifact) lets special pickups feed Thunderlord's Heavy ammo.
Champions (Anti-Champion 2.0):Overload — Thunderlord (intrinsic) + jolt. Barrier + Unstoppable — bring archetype frames on Primary/Special.
Stats & archetypes
Priority: Grenade 200 → Weapons 100 → Health 100 → Class 60 → Super/Melee dump.
Grenade 200 — a damage stat here (Skip damage scales; the loop supplies the energy), so you're buying the champion two-shot, not cooldown — dodging the 9.7.0 cooldown nerf.
Picks (2/3/2):Dielectric + Hold the Line — Flashover + Gold From Lead + Harsh Refraction — Defibrillating Blast + Elemental Supercharger The Bolt-Charge artifact, and it reads like it was written for an Arc MG:
Dielectric — defeating Arc-debuffed targets grants Bolt Charge; rapid kills spawn an Orb + heal. The room is jolted, so this never stops.
Hold the Line — while surrounded, Machine Guns gain reload/stability and final blows heal you — directly buffs Thunderlord and stacks survivability.
Flashover — max Bolt Charge → Amplified + bigger lightning bolts. You sit at max constantly, so you're permanently Amplified.
Defibrillating Blast — champion stun → max Bolt Charge + a jolting heal-bolt. Your champion → full-Skip + heal converter.
Gold From Lead — special pickups can grant Heavy, keeping Thunderlord fed.
Harsh Refraction / Elemental Supercharger — theme/fill (trace-rifle damage / super energy); see Verify notes — these are the weak picks, candidates to retune.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3e
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)
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Kickstart3efill
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction2efill
Causing damage with a powered melee attack reduces your grenade 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)
Weapons Font3e
You gain a bonus to your weapons stat while you have any Armor Charge. Your Armor Charge decays over time.
Arc Scavenger1e
Arc weapons get bonus reserves when picking up ammo used by that weapon.
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 (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).
The loop
Thunderlord into the pack → kills call lightning → each strike a Bolt Charge stack → Bolt Charge caps → Shinobu's heals + refunds Skip energy.
Skip Grenade in → seekers jolt (Spark of Shock) → jolt kills mint Ionic Traces → ability energy + more Bolt Charge; Skip damage → more Bolt Charge.
Champion → Thunderlord stuns Overload (or stun any champ) → Defibrillating Blast = max Bolt Charge = full Skip + heal → two ~200-Grenade Skips delete it.
Gathering Storm for a boss window or a dense reset; Combination Blow + the constant heals keep you up. You never stop topping Bolt Charge.