← Back
Arc

Stormswarm — Shinobu's Vow + Ex Diris (Arc Hunter)

Dual-exotic Arc engine — Skip-Grenade Bolt Charge single-target + Ex Diris moth-blind crowd control, fused through one Ionic-Trace economy
Shinobu's Vow on light.gg

Anchor: Shinobu's Vow · Subclass: Arcstrider (Arc) · Role: Dual-exotic Arc engine — Skip-Grenade Bolt Charge single-target + Ex Diris moth-blind crowd control, fused through one Ionic-Trace economy Sandbox: 9.7.0 · Created 2026-06-24

Two Arc exotics that turn out to run the same loop. Shinobu's Vow makes Skip Grenades build Bolt Charge and Bolt Charge refund Skip energy; Ex Diris floods the room with blinding moths. The bridge is one Ionic-Trace economy: a jolted kill (your skip seekers) mints a trace via Spark of Ions, a blinded kill (the moths) mints one via the artifact's Trace Evidence, and any Arc-weapon kill mints one via Spark of Discharge — which also turns every trace you collect into a Bolt Charge stack. So the moths and the grenade feed one trace river that pours straight back into Skip energy. Blind pacifies the room, Bolt Charge heals you and two-shots the champion, and you walk out with both grenade charges full.

The pairing — why two exotics, not one

Most builds here anchor on one exotic. This one legally runs both at once (Ex Diris is the Special weapon, Shinobu's Vow is the gauntlets), and they cover each other's holes:

Loadout

SlotPickWhy
SuperGathering StormSticky lightning rod jolts a whole pack and gives the boss/single-target burst neither exotic carries; jolt kills backfill the trace river. (Arc Staff if you'd rather roam.)
Class abilityGambler's DodgeMelee energy near enemies → keeps Combination Blow up and arms Lethal Current; Flow State refunds the dodge faster while amplified.
MeleeCombination BlowBest neutral-game melee — heals + hits hard at 3 stacks, your sustain between grenade volleys; with Lethal Current the post-dodge hit also jolts + aftershocks. (Swap to Disorienting Blow for a fourth on-demand blind source.)
GrenadeSkip GrenadeThe whole Shinobu's engine. Seekers tag everything; Spark of Shock makes them jolt.
Aspect 1Lethal CurrentAfter dodging, your next melee has increased lunge range, jolts the target, and creates a damaging aftershock. Turns the Gambler's-Dodge → Combination Blow rhythm into an on-demand jolt (+ AoE aftershock) — a melee trace source feeding Spark of Ions / Trace Evidence / Bolt Charge. (Slide-jolt alternative: Tempest Strike.)
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified you dodge faster, take less damage dodging, and reload greatly faster. Second amplified source (arms Spark of Beacons) + huge reload on Ex Diris's 1-in-mag.
Fragments

Survivability swap for harder content: drop Spark of Ions for Spark of Resistance (DR while surrounded). You lose one trace source, not the loop — the artifact's Trace Evidence (jolt and blind) + Spark of Discharge still close it.

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 skip seekers per bounce).

A single Skip caps Bolt Charge on its own, so "New Tricks" is up permanently — you're always throwing Enhanced Skips, always healing on the Bolt-Charge cue, and always topping grenade energy back. Two charges means there's almost always a Skip ready for the next pack.

Exotic weapon — Ex Diris (Grenade Launcher · Special · Arc)

Corrupted Nucleosynthesis (intrinsic): "This weapon enrages when dealing or taking sustained damage, gaining increased rate of fire while enraged." Loyal Moths (trait): "Final blows and rapid direct hits with this weapon create a loyal moth. The moth will seek out nearby targets and detonate, damaging and blinding them." Catalyst — Berserk Rush: "Weapon enrages faster while amplified. Final blows with this weapon make you amplified."

A 90-RPM, 1-in-mag Special wave-frame GL. Loyal Moths is the point: kills/rapid hits spit seeking detonators that blind on contact — free, no-aim crowd control. The catalyst makes its kills amplify you, which (a) accelerates the enrage ramp so it's effectively always on, and (b) arms Spark of Beacons so every Ex Diris kill is a moth-blind and a beacon-blind off one shot.

Why this works (the mechanics)

Weapons

Ex Diris takes the Special slot. Fill the other two to keep the Arc economy fed and to carry the champion/boss coverage the exotics lack:

Stats & archetypes

Priority: Grenade 200 → Weapons 100 → Health 100 → Class 60 → Super/Melee ~20.

Archetypes to chase: Grenadier / Demolitionist / Siegebreaker for the Grenade stack, Gunner / Powerhouse for Weapons. Put the exotic gauntlets (Tier 5) in a Grenade archetype (Demolitionist or Grenadier). Mods: Grenade Font + Weapons Font to hit breakpoints, Grenade Launcher Loader/Scavenger (1-in-mag reserves matter on Ex Diris), Arc Weapon Surge ×2 on boots, Harmonic Siphon on helmet (amplified kills + Beacons already flood orbs), Orbs of Restoration to convert the orb flood back into ability energy. If you'd rather lean the old infinite-grenade pairing, Elemental Charge ×2 (boots) + Grenade Kickstart ×2 (gauntlets) turns the trace flood into Armor Charge → grenade energy.

Artifact — Slayer Baron Apothecary Satchel (Episode: Revenant)

Picks (2/3/2): Trace Evidence + The Thick Of ItRetinal Burn + Weakened Clear + Curative OrbsArc Compounding + Kinetic Impacts The Arc-native artifact, and it reads like it was written for this loop: it pays off Blind, Jolt, Ionic Trace, Orbs and the Grenade Launcher, and supplies the Unstoppable stun Ex Diris can't carry.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
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 (7/10)Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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)Weapons Font 3eYou gain a bonus to your weapons stat while you have any Armor Charge. Your Armor Charge decays over time.
Arc Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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.
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).

The loop