Throw the dagger, blink to it, detonate in a whirling blade-storm — then do it again, and again. Renegades gave Storm's Edge a big passive-regen bump so the Super comes back per-room, and Gifted Conviction turns the whole in-between into a jolting, damage-resistant mess where diving into the crowd makes you tankier, not squishier.
The exotic
The Gift of Certainty: Activating Ascension or Tempest Strike throws bouncing explosives at nearby targets that jolt and damage them. Jolting nearby targets grants you damage resistance.
Gifted Conviction welds your two Arcstrider movement verbs — Ascension (the airborne class-ability move) and Tempest Strike (the sliding uppercut) — into on-demand AoE jolt bombs. The community database resolves the exotic as three tracking Arc projectiles per cast that jolt on hit, and the damage-resistance return is real and stacking: jolting targets within roughly 15 metres grants a Damage Resist buff for 10 seconds that stacks 3 times, worth about 25% / 40% / 50% in PvE at one/two/three applications. Because you are always jolting the pack you are standing in, the DR is near-permanent in a crowd, and every jolt feeds Bolt Charge through the rest of the kit. Aggression is the survival plan.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
Arc's jolt/amplify/Bolt-Charge economy is what Gifted Conviction plugs into.
Super
Storm's Edge
Triple blink-and-detonate roaming burst that skips travel time and line-of-sight.
Class ability
Gambler's Dodge
Refunds melee energy, feeding the Tempest Strike / Lethal Current loop.
Movement
Triple Jump
Extra air time to line up Ascension's airborne activation.
Melee
Tempest Strike
Sliding uppercut lightning wave — one of the two Gifted Conviction triggers.
Grenade
Pulse / Flux Grenade
Flex Arc jolt damage while abilities recharge.
Aspect 1
Ascension
Airborne jolt burst + Amplified; consumes class-ability energy (so Class stat fuels its uptime) and is the other Gifted Conviction trigger.
Aspect 2
Lethal Current
Post-dodge melee jolts, blinds jolted targets, and adds a damaging aftershock.
Fragments
Ions / Resistance / Frequency / Amplitude
Ionic Trace generation, crowd DR, reload uptime, and Orb generation while amplified.
Exotic armour
Gifted Conviction (Chest)
Turns both movement abilities into jolting AoE bombs and makes DR near-permanent in a pack.
Weapons
Arc primary w/ Voltshot + Trace Rifle + flex Power
Voltshot jolts to feed Bolt Charge; Trace Rifle pairs with Harsh Refraction on jolted targets.
Fragments
Spark of Ionsjolted/Bolt-Charge kill → Ionic Trace
Spark of Resistancesurrounded → damage resist, +10 Melee
Spark of Frequencymelee hits → reload speed + stability
Spark of Amplituderapid kills while amplified → Orb of Power
Why it works (the mechanics)
Storm's Edge is burst that ignores geometry. The dagger-blink-detonate sequence skips travel time and line-of-sight, so it deletes entrenched clusters — snipers on ledges, shielded pockets — that roaming Supers waste duration walking toward. Renegades' passive-regen bump makes it a per-room tool rather than a once-a-fight ult, so you are casting it constantly rather than hoarding it.
Gifted Conviction inverts the melee-range risk. Jolting nearby targets grants a stacking Damage Resist buff (25/40/50% in PvE, 10 s, up to x3), so diving into the crowd with Tempest Strike or Ascension makes you tankier, not squishier. Your survivability scales with how aggressive you are, which is exactly the tempo Storm's Edge wants.
Everything jolts, so Overload is answered passively. Tempest Strike, Ascension, Lethal Current, Voltshot, and the Conviction explosives all apply Jolt, and Jolt stuns Overload champions. You never spend a dedicated button on champion coverage — it falls out of the normal rotation.
Bolt Charge accrues from the whole kit. Tempest Strike's own aspect grants Bolt Charge on jolted-target kills, and the Dielectric artifact mod tops it up on any Arc-debuffed kill. Flashover then cashes maximum Bolt Charge as Amplified plus bigger lightning — a damage loop with no button spent maintaining it.
Ionic Traces close the Super loop. Spark of Ions mints an Ionic Trace on every jolted or Bolt-Charge kill, and Elemental Siphon adds an Arc pickup on Super-matching kills; both funnel ability energy back so Ascension, Tempest Strike, and Storm's Edge all recharge faster than you spend them.
Stats & mods
Class 200 → Super → Melee. Class drives Ascension and Gambler's Dodge uptime (both spend class-ability energy), then Super for Storm's Edge frequency and Melee for the Tempest Strike / Lethal Current cadence. Archetype lean: Reaver (Class/Melee) or Demolitionist (Grenade/Class).
Arms: Heavy Handed / Momentum Transfer to refund melee off ability damage.
Chest: Arc resist mods for the melee-range dives.
Class item: Outreach + Bomber to keep dodge and melee online.
Surge: Arc surge to match the Super and Voltshot damage.
Anti-Champion: Jolt covers Overload intrinsically; lean on Voltshot uptime.
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 turns every Arc-debuffed kill into Bolt Charge (and rapid ones into an Orb plus a heal) — the engine, since this entire kit jolts.
Elemental Siphon mints an Arc Elemental pickup on Kinetic or Super-matching final blows, speeding Storm's Edge and abilities back.
Flashover cashes maximum Bolt Charge into Amplified plus stronger lightning bolts, the payoff for all that Bolt Charge generation.
Harsh Refraction gives Trace Rifles bonus damage against your jolted targets, so the secondary weapon leans on the same debuff the kit spreads.
Defibrillating Blast grants max Bolt Charge on champion stun and heals you off Bolt-Charge bolts, chaining champion play back into the damage loop.
Limit Break cashes the Amplified you live in — an Arc buff matching your Arc Super — into bonus Storm's Edge damage on each cast.
Where it shines
Add-dense roam content (strikes, Onslaught, patrol, lost sectors) where the crowd keeps DR stacked and Storm's Edge recharges per room.
Master/GM survivability via the crowd Damage Resist buff — the more targets, the tankier the dives.
Champion coverage: Jolt (Tempest Strike, Ascension, Lethal Current, Voltshot, Conviction explosives, Defibrillating Blast) stuns Overload intrinsically. Bring Barrier via a Barrier-piercing primary and Unstoppable via a High-Impact/Aggressive frame or artifact stun, since the kit does not break those two on its own.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
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 (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
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.
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)
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
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.
Class Item (3/10)
Outreach1e
Reduces melee cooldown when using your class ability.
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: Voltshot damage. - **Anti-Champion:** Jolt covers Overload intrinsically; lean on Voltshot uptime.