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Arc

Cloudstrike — Chain Lightning (Hunter)

Precision-kill add-clear + Bolt Charge battery
✓ Manifest Arc · Special · 140 RPM · No intrinsic champion

Weapon: Cloudstrike (Sniper Rifle · Special · Arc) · Subclass: Arcstrider · Role: Precision-kill add-clear + Bolt Charge battery Sandbox: 9.7.0 · Created 2026-06-16

Cloudstrike has never been a single-target gun — it's a chain reaction with a scope. Every precision kill drops a lightning bolt and hands you Bolt Charge, so a sniper that "should" be slow add-clear instead detonates packs and charges an Arc payload on the same headshot. Mask of Bakris turns each dodge into a stacking Arc damage buff, the Bolt Charge spends itself into more lightning, and the whole loop runs off the one verb the gun already wants: hit heads.

The weapon

Mortal Polarity (exotic, verbatim): Precision final blows generate a lightning bolt at the target's location and grant a moderate amount of Bolt Charge.

Cloudstrike Catalyst — Triple Tap (verbatim): Rapidly landing precision hits will return one round to the magazine.

What it does: a precision kill (not just a hit) spawns a lightning bolt at the corpse — a wide Arc AoE that chains to and kills the surrounding pack, which is why Cloudstrike clears adds far above its single-shot weight. The same kill deposits a moderate chunk of Bolt Charge on you, so the gun is also a passive Arc battery: stacks build with zero ability input. Triple Tap (catalyst) makes the precision loop self-sustaining — rapid headshots refund rounds, so you rarely break to reload between targets. Special ammo, so it shares the bench with your Heavy.

Loadout

SlotPickWhy
SubclassArcstriderArc element matches the gun; Bolt Charge + amplified + jolt are the native verbs Mortal Polarity feeds.
SuperGathering StormThrow-and-jolt Arc Staff; sticks a pack and jolts it so your lightning bolts chain off pre-jolted targets. Storm's Edge fine if you prefer roaming.
Class abilityMarksman's DodgeInstant reload (tops Cloudstrike between packs) and triggers Mask of Bakris's Arc damage stack. The dodge is the damage button here.
MeleeCombination Blow (or Tempest Strike)Combo Blow for amplified+heal sustain; Tempest Strike if you want jolt-on-slide + Bolt Charge from jolted kills (Tempest Strike aspect text).
GrenadeFlux Grenade / Pulse GrenadeCheap jolt/chip; Spark of Shock makes any Arc grenade jolt, pre-seeding chains.
Aspect 1Flow StateDefeating a jolted target → amplified; while amplified, dodge recharges faster + greatly increased reload + resilient dodge. Faster dodge = more Bakris stacks + more reloads.
Aspect 2Lethal CurrentAfter dodging, next melee jolts + aftershock + blinds jolted targets. Since you dodge constantly (Bakris/reload), this is a near-free jolt-and-blind on demand to seed lightning chains and stun-adjacent crowd control.
Fragments (4)

Exotic armour — Mask of Bakris (Helmet)

Light Shift (verbatim): While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy.

This is the pairing. Cloudstrike is an Arc weapon, so every dodge stacks a flat Arc damage bonus straight onto it — and Cloudstrike kills refund the dodge (Light Shift's final-blow clause + Flow State's amplified-dodge regen), so the buff is permanently uptimed by the gun it buffs. The shift also repositions you to the next pack and partially cloaks you on entry. With Gathering Storm (an Arc Super) the Light Shift condition is always satisfied.

Why this works (the mechanics)

Stats & mods

Weapons 100+ → Class 100 → Health. Weapons stat scales Cloudstrike's PvE damage on top of Bakris; Class 100 maxes dodge regen (the build's heartbeat) and buffs Lethal Current/Ascension-style class outputs. Stat tuning: dump Grenade (grenades are utility jolt, not damage) into Weapons/Class.

Mods: Sniper Rifle Loader + Sniper Rifle Scavenger (Special economy is the only real constraint — keep ammo flowing), Arc Weapon Surge ×2 on legs (≈+17% Arc damage stacked onto Cloudstrike), Targeting mods for snap, Heavy Ammo Finder/Scout to keep the Special/Heavy bench fed. Artifact: Dielectric (Arc-debuffed kills → Bolt Charge), Trace Evidence (jolt/blind precision → Ionic Traces), Overclock and Load (amplified/Bolt-Charge → Arc handling + reload), Flashover (max Bolt Charge → amplified + harder bolts) if you push a heavy Bolt Charge stack.

Where it shines

The other two slots:

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
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 (6/10)Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
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 (3/10)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.
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). Flex/loadout-dependent: **Targeting** mods for snap; **Trace Evidence** (jolt/blind precision → Ionic Traces); **Overclock; Load** (amplified/Bolt-Charge → Arc handling + reload); **Flashover** (max Bolt Charge → amplified + harder bolts) if you push a heavy Bolt Charge stack.