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Arc

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

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

Centerpiece: Shinobu's Vow (Gauntlets) · Subclass: Arcstrider (Arc) · Role: Dual-exotic Arc engine — Skip-Grenade Bolt Charge single-target fused to Ex Diris moth-blind crowd control through one Ionic-Trace economy Sandbox: 9.7.0 · Updated 2026-07-03

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 that need no aiming. The bridge is one Ionic-Trace river: a jolted kill mints a trace, a blinded kill mints a trace, and every trace collected both pours energy back into the grenade and stacks Bolt Charge. Blind pacifies the room, Bolt Charge heals you and cracks the champion, and you walk out with both Skip charges topped.

The exotic

Shinobu's Vow — 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."

Ex Diris — 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." Berserk Rush (catalyst): "Weapon enrages faster while amplified. Final blows with this weapon make you amplified."

The gauntlets are the loop's flywheel: a single Skip caps Bolt Charge on its own, so "New Tricks" is up permanently — you always throw Enhanced Skips, always heal on the Bolt-Charge cue, and always top grenade energy back. Two charges means a Skip is almost always ready for the next pack. Ex Diris is the missing crowd-control layer Shinobu's lacks: Loyal Moths spit seeking detonators that blind on contact with no aim, and the catalyst makes every kill amplify you, which accelerates the enrage ramp (effectively always on) and arms Spark of Beacons so one shot double-blinds. The two never compete for a slot — Shinobu's is the gauntlets, Ex Diris the Special weapon — and they feed one shared Arc verb economy.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Arc supplies jolt, blind, amplified and Bolt Charge — the four verbs both exotics trade in.
SuperGathering StormA sticky lightning rod jolts a whole pack and gives the single-target/boss burst neither exotic carries; jolt kills backfill the trace river.
Class abilityGambler's DodgeMelee energy near enemies keeps Combination Blow up and arms Lethal Current; Flow State refunds the dodge faster while amplified.
MovementTriple JumpExtra mid-air adjust to reposition and stay out of the pack while the moths and Skip seekers do the pacifying.
MeleeCombination BlowBest neutral melee — heals and hits hard at 3 stacks, your sustain between grenade volleys; with Lethal Current the post-dodge hit also jolts and aftershocks.
GrenadeSkip GrenadeThe whole Shinobu's engine; seekers tag everything and Spark of Shock makes them jolt.
Aspect 1Lethal CurrentAfter dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock. Turns the dodge → Combination Blow rhythm into an on-demand jolt + AoE — a melee trace source.
Aspect 2Flow StateDefeating a jolted target makes you amplified. Second amplified source (arms Spark of Beacons) plus a huge reload boost on Ex Diris's one-in-mag.
FragmentsSpark of Shock · Spark of Discharge · Spark of Ions · Spark of BeaconsJolt the grenade, bridge Arc kills to traces and traces to Bolt Charge, mint traces off jolt, and double-blind off Ex Diris while amplified.
Exotic armourShinobu's Vow (Gauntlets)The centerpiece — extra Skip charge + the Bolt-Charge ↔ Skip-energy conversion + the heal-on-cue.
WeaponsEx Diris (Arc GL, Special) · Arc primary (Voltshot/Jolt) · Heavy (boss/champion DPS)Ex Diris is the blind engine; the Arc primary feeds Discharge/Ions traces; the Heavy carries the boss window neither exotic deletes.
Fragments

Why it works (the mechanics)

Stats & mods

Grenade 200 → Weapons → Health. Grenade is unusually a damage stat here — the loop supplies grenade energy through traces and Bolt Charge, so you stack Grenade for Skip damage (Shinobu's makes Skips hit hard), which dodges the 9.7.0 cooldown-scaling nerf. Then Weapons 100 for the first-100 PvE damage bonus + Ex Diris handling/reload, Health for the survivability floor, Class ~60 to keep the dodge → melee → blind cycle turning. Archetype lean: a Grenadier / Demolitionist / Siegebreaker chest or class item for the Grenade stack, Gunner / Powerhouse for Weapons; put the exotic gauntlets in a Grenade archetype.

Mods:

Artifact — Slayer Baron Apothecary Satchel

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)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.
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.
Arms (6/10)Grenade Kickstart 3e fillWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction 2e fillCausing damage with a powered melee attack reduces your grenade cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Legs (3/10)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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 (3/10)Bomber 1eReduces grenade cooldown when using your class ability.
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: the primary; the super. - **Anti-Champion:** Overload covered by Blind (intrinsic to the loop); Unstoppable covered by the artifact's Kinetic Impacts; bring an anti-Barrier frame on the primary or Heavy.