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Arc

Cloudstrike — Chain Lightning (Hunter)

Precision-kill add-clear + Bolt Charge battery
Cloudstrike on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Special · 140 RPM · No intrinsic champion

Centerpiece: Cloudstrike (Sniper Rifle · Special · Arc) · Subclass: Arcstrider · Role: Precision-kill add-clear + Bolt Charge battery Sandbox: 9.7.0 · Updated 2026-06-29

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 Shift 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 intrinsic, 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 into the surrounding pack and clears it, which is why Cloudstrike punches far above its single-shot weight against adds. The same kill deposits a moderate chunk of Bolt Charge on you, so the gun doubles as a passive Arc battery: stacks build with zero ability input. Triple Tap, from the catalyst, makes the precision loop self-sustaining — rapid headshots refund rounds to the magazine, so a dense room is one long string of kills without a reload break. It is a 140-RPM Arc Sniper on the Special bench, so it shares an ammo economy with your Heavy.

Loadout

SlotPickWhy
SubclassArcstriderArc element matches the gun; Bolt Charge, amplified and 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 — and it satisfies Bakris's "Arc Super equipped" condition.
Class abilityMarksman's DodgeInstant weapon reload tops Cloudstrike between packs and triggers the Bakris Shift's Arc damage stack — the dodge is the damage button.
MovementStrafe JumpDirectional mid-air control to re-line a follow-up headshot after a Shift repositions you into the next pack.
MeleeCombination Blow (or Tempest Strike)Combo Blow for amplified + heal sustain; Tempest Strike if you want slide-jolt plus a Bolt Charge stack on jolted kills.
GrenadeFlux Grenade / Pulse GrenadeCheap jolt and chip; Spark of Shock would make any Arc grenade jolt to pre-seed the bolt's chain (swap in if you free a fragment slot).
Aspect 1Flow StateDefeating a jolted target makes you amplified; while amplified your dodge recharges faster and reload is greatly increased — faster dodge means more Bakris stacks and more reloads.
Aspect 2Lethal CurrentAfter dodging, the next melee jolts, drops an aftershock, and blinds jolted targets — and you dodge constantly, so it's near-free crowd control that seeds chains.
FragmentsSpark of Ions · Discharge · Beacons · AmplitudeTwo Ionic-Trace sources off the headshot loop, plus a blinding explosion (or Orb) on amplified Arc Special kills.
Exotic armourMask of Bakris (Helmet)Shift stacks a flat Arc damage bonus straight onto Cloudstrike, and Cloudstrike kills refund the Shift — the buff is uptimed by the gun it buffs.
WeaponsAnti-Champion Primary + Arc HeavyA Primary whose archetype covers the champions Cloudstrike can't, and an Arc MG/Linear for sustained single-target where the kill-gated bolt can't help.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. Weapons scales Cloudstrike's PvE damage on top of the Bakris stack and the Arc surges; Class maxes Marksman's Dodge regen — the build's heartbeat — and Health backs survivability on the sniper's exposed sightlines. Archetype lean: chase Weapons/Class armour pieces; dump the Grenade stat, since grenades here are a utility jolt rather than a damage source.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2): Tier 1 — Trace Evidence, The Thick Of It. Tier 2 — Retinal Burn, Curative Orbs, Debilitating Wave. Tier 3 — Arc Compounding, Conductive Cosmic Crystal.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)Weapon Loader (faster reload) 3e
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.
Chest (5/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Arc Resistance 1e fillReduces incoming Arc 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 (5/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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: keyed off Armor Charge. - **Anti-Champion:** none on armour in this sandbox — champion stun is Anti-Champion 2.0 (weapon-archetype intrinsic). Lean on the Primary/Heavy archetypes below; plus Jolt (Overload behaviour) from Lethal Current/Gathering Storm; Blind from Beacons/Retinal Burn.