Scope in, drop a precision kill, watch the lightning chain. Every headshot dumps Bolt Charge and a lightning bolt; jolt the pack and every body you mow down pays Gathering Storm energy straight back to you. Cloudstrike is the engine, Raiju's Harness is the flywheel — you refill the Super from the scope, then throw the javelin to jolt the whole room and do it again.
The exotic
Raiju's Harness — 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.
Cloudstrike — Mortal Polarity: Precision final blows generate a lightning bolt at the target's location and grant a moderate amount of Bolt Charge.
Cloudstrike — Stormbringer: Rapid precision hits create a lightning storm at the point of impact and grant a stack of Bolt Charge.
This is a legal dual-exotic — one armour piece plus one exotic weapon. The two share a single currency: jolted, Arc-debuffed bodies. Cloudstrike manufactures the kills and the Bolt Charge from the scope; the subclass jolts the pack; Raiju's Harness converts those jolted kills back into Super. Mobius Conduit does not extend the Super's duration — on the cast it fires a jolting lightning nova and Amplifies you and nearby allies, and thereafter Arc-debuffed kills refund Gathering Storm energy (Clarity: up to ~50% off Arc-debuffed lightning hits/kills, plus 1% / 2.5% / 4% per Minor / Elite / Miniboss+ kill). The net effect is recast cadence: you never have to shoot the Super to recharge it — you snipe, jolt, and the bar climbs on its own.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
The Arc kit supplies jolt (the Arc-debuff Raiju's refunds off), Amplified, Bolt Charge, and Ionic Traces — every verb the loop consumes.
Super
Gathering Storm
Mandatory — Raiju's Mobius Conduit only fires on this cast; the javelin jolts the room, Amplifies the fireteam, and its lightning refunds Super off Arc-debuffed kills.
Class ability
Marksman's Dodge
Instantly reloads Cloudstrike on demand (weapon-rotation friendly) and keeps you on the scope.
Movement
Triple Jump
Air control to line up Ascension's airborne cast and reposition the sniper lane.
Melee
Flex (Combination Blow)
Non-load-bearing for a ranged build; Combination Blow gives between-cast sustain if a pack closes on you.
Grenade
Arc grenade (Flux / Pulse)
With Spark of Shock it becomes your ranged jolt applicator — keeps the pack Arc-debuffed for Raiju's refund and Dielectric without needing melee.
Aspect 1
Flow State
Defeating a jolted target makes you Amplified — faster Cloudstrike reload/handling plus the Amplified state Spark of Beacons and Amplitude key off.
Aspect 2
Ascension
Airborne, spend class energy for an Arc burst that jolts a pack and Amplifies you + allies — the on-demand ranged jolt button, no melee required.
Fragments
Ions · Discharge · Shock · Beacons · Amplitude
Build the trace/Bolt-Charge/jolt/Amplified/Orb economy the two exotics feed on.
Exotic armour
Raiju's Harness (Chest)
The flywheel — turns jolted Cloudstrike kills into refunded Gathering Storm energy so you recast from the scope.
Cloudstrike is the engine; a Barrier-frame Kinetic primary and a Sword (for Riposte) cover the champions jolt doesn't.
Fragments
Spark of Ionsdefeating a jolted / Bolt-Charge target → Ionic Trace
Spark of Dischargecollecting Ionic Traces → a Bolt Charge stack; Arc weapon kills → traces
Spark of ShockArc grenades jolt — your ranged applicator
Spark of BeaconsAmplified Arc Special/Power kills → blinding explosion — turns Cloudstrike kills into CC
Spark of Amplitude (rapid kills while Amplified → Orb of Power → Super). *(Swap Amplitude → Spark of Resistance if you're getting rushed.)
Why it works (the mechanics)
Cloudstrike is a Bolt-Charge firehose. Every precision kill fires a lightning bolt and grants a moderate amount of Bolt Charge (Mortal Polarity); rapid precision hits add a lightning storm and another stack (Stormbringer). Spark of Discharge then closes the loop from the other side — collecting an Ionic Trace grants a Bolt Charge stack, and Spark of Ions makes a fresh trace every time a jolted or Bolt-Charge target dies. The gun self-sustains its own Arc economy from the scope.
Jolt is the bridge to the Super. Raiju's only refunds Gathering Storm energy off Arc-debuffed kills, so you keep the pack jolted at range — Spark of Shock (grenade), Ascension (airborne burst), and Elemental Orbs: Arc (artifact) all apply jolt without melee. Once everything's jolted, each Cloudstrike kill pays back Gathering Storm energy (1% / 2.5% / 4% by rank) and triggers Dielectric — the Super bar climbs while you are only sniping.
The cast pays itself back. Throwing Gathering Storm fires Mobius Conduit — 650 on-cast lightning that jolts nearby targets and Amplifies the fireteam — and during the storm its lightning refunds up to ~50% Super off the Arc-debuffed kills it is creating. In dense content that means you recast far sooner than a stock Gathering Storm Hunter; the build's identity is recast cadence, not one big throw.
Amplified is near-permanent, and it earns its slot. Flow State re-Amplifies you on every jolted kill (faster Cloudstrike reload/handling — real sniper QoL). While Amplified, Spark of Beacons makes Arc Special kills blind everything within 7.5 m — room CC from a stationary sniper — and Spark of Amplitude drops an Orb of Power (2.5% Super each) on rapid kills, layered on top of Raiju's refund.
Two independent Super economies run off the same kills. Precision Equity (artifact) builds a large Orb off headshots, Elemental Orbs: Arc spawns jolting Arc Orbs, and Spark of Amplitude makes Orbs while Amplified — every Orb picked up is more Super, stacked on the jolted-kill refund stream from Raiju's. The same precision kills feed both economies at once.
Champions fall out of the loop. Jolt stuns Overload in 9.7.0, so the same jolt you spread for Raiju's is your Overload answer for free; Riposte (guard the Sword) handles Unstoppable; a Barrier-frame Kinetic primary covers Barrier. Blinding Jolts then blinds whatever survives off those same jolted kills.
Stats & mods
Super 200 → Weapons → Class. Super is the identity — a high Super stat multiplies every Raiju refund and every Orb's contribution, so you recast faster; Weapons second because this is a precision sniper (Cloudstrike damage + Special reserves); Class third to keep Marksman's Dodge and Ascension cycling.
Archetype lean: Powerhouse (Weapons / Super) — the clean fit for a weapon-forward Super engine (Colossus (Super / Health) if you want a tankier recast platform).
Mods:
Boots: Innervation + Recuperation — Orb pickups (which you flood) refund grenade energy and heal.
Arms: Arc Weapon Loader ×2 — faster Cloudstrike reload on top of Reload at Range.
Chest: Arc Resistance ×2 — survivability for a stationary sniper holding a lane.
Class item: Reaper + Bomber — Marksman's Dodge spawns an Orb on your next kill and cuts grenade cooldown.
Surge: Arc Weapon Surge ×2 — direct Cloudstrike damage, on-element with the whole kit.
Reload at Range grants a stacking reload bonus on Bow and Sniper Rifle precision hits — so every Cloudstrike headshot ramps its reload, a sniper's biggest quality-of-life lever.
Riposte stuns unshielded combatants shortly after you guard with a Sword — the one champion archetype (Unstoppable) the subclass jolt does not cover.
Dielectric grants Bolt Charge on Arc-debuffed kills and spawns an Orb of Power plus a small heal on rapid ones — because you jolt the pack, every Cloudstrike kill triggers it, folding Bolt Charge, Orbs (→ Super), and self-healing into one perk.
Precision Equity builds precision final blows toward a large Orb that also grants bonus weapon damage on pickup — a sniper's headshots are the ideal feed, and that Orb is both more Super and a Cloudstrike damage buff.
Blinding Jolts blinds nearby combatants on final blows against jolted targets — stacked with Spark of Beacons it is near-constant room blind, the survivability a stationary sniper needs.
Elemental Orbs: Arc spawns an Arc Orb on Arc weapon kills that jolts what it damages — a ranged jolt-and-Orb source needing no grenade or Ascension, keeping the field Arc-debuffed between casts.
Sniper's Meditation stacks Sniper Rifle damage, stability, and reload on hits — it directly buffs the Cloudstrike centerpiece, ramping precision DPS the longer you hold the lane.
Where it shines
Dense add-heavy PvE (Nightfalls, Legend/Master lost sectors, GM ad waves) — the jolt-and-snipe loop wants a packed room to convert into Super and Orbs.
Sustained-lane content where you can hold a sightline — Sniper's Meditation and Reload at Range ramp Cloudstrike the longer you camp a corridor.
Champion coverage: breaks Overload intrinsically (jolt stuns it in 9.7.0 — Ascension / Spark of Shock grenade / Elemental Orbs: Arc / the cast); bring a Sword for Unstoppable (Riposte) and a Barrier-frame Kinetic primary for Barrier (archetype stun). Encrypted Data Disk carries no Overload mod by design — the jolt economy is the intended answer.
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 (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 Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using 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: on-element with the whole kit. - **Anti-Champion:** none needed — Riposte (Sword) breaks Unstoppable; jolt breaks Overload; a Barrier-frame Kinetic primary breaks Barrier.