Jolt-engine add-clear + Unstoppable/champion control in the mid lane
✓ Manifest Arc · Special · 80 RPM · No intrinsic champion
Weapon: Edge of Concurrence (Glaive · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Jolt-engine add-clear + Unstoppable/champion control in the mid lane Sandbox: 9.7.0 · Created 2026-06-16
A glaive that shoots lightning. Hold the trigger and the projectile's sustained Arc damage jolts whatever you're aimed at — and on Arc Hunter, jolt is the whole economy: jolted kills make you amplified (Flow State), spit Ionic Traces (Spark of Ions), and feed Bolt Charge. The glaive blocks like a shield, melees like a spear, and the 9.7.0 artifact stamps it with an intrinsic Unstoppable stun. Half a defensive primary, half a chain-lightning add-eraser, and every kill it makes recharges the abilities that make the next one.
The weapon
Edge of Concurrence (Exotic perk, verbatim): "Melee and projectile damage charge this weapon. When fully charged, [Alternate Weapon Action] to enable a special ranged attack. Sustained projectile damage causes targets to become jolted."
Catalyst — Eddy Current (verbatim): "Temporarily increases reload speed and handling after sprinting or while amplified. This effect is improved when you are amplified."
What it does: the glaive's projectile shot is a chargeable Arc bolt. Melee hits and chip damage build the charge meter; at full charge the alternate fire is a heavy ranged blast (the "Lightning Seeker" trait projectile). Critically, holding sustained projectile fire jolts the target — jolt being the Arc debuff that chains lightning to nearby combatants and amplifies your damage against the jolted target. So Edge of Concurrence is the rare weapon that applies a subclass verb by itself, no ability spend. The catalyst is built for this exact subclass: Flow State keeps you amplified almost permanently, and amplified is precisely when Eddy Current's reload/handling boost is improved — the glaive handles like a sidearm the moment the jolt loop is rolling.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Jolt is the weapon's output and the subclass's whole engine. One-to-one.
Super
Gathering Storm (or Storm's Edge)
Hurl the staff to jolt a whole pack — pre-jolts a room so the glaive's first shots inherit chains; Storm's Edge if you want roaming blink-burst instead.
Class ability
Marksman's / Gambler's Dodge
Dodge → Lethal Current arms the next melee; Gambler's if you want melee energy back near enemies.
Movement
Triple Jump
Air control to reposition behind the glaive's guard.
Melee
Combination Blow(or any Arc melee — Lethal Current carries it)
Dodge-armed Lethal Current jolt + aftershock is the real melee payload; the base charged melee is interchangeable.
Grenade
Flux Grenade (or any Arc nade + Spark of Shock)
Arc grenade for an extra jolt application on demand.
Aspect 1
Lethal Current
After dodging, next melee jolts + aftershock; damaging any jolted target with melee also blinds it — pairs perfectly with the glaive spear-poke after you've jolted with the shot.
Aspect 2
Flow State
Defeating a jolted target → amplified; amplified = faster dodge regen, resilience, and greatly increased reload speed (stacks with Eddy Current).
Fragments
Spark of Ions · Spark of Discharge · Spark of Amplitude · Spark of Resistance
Jolt economy + survivability (below).
Exotic armour
Liar's Handshake (Gauntlets)
Cross Counter: Arc melee → an extremely powerful healing counterpunch. The glaive is a melee weapon; jolt+blind sets up free, safe Cross Counter swings that heal through the danger of being in spear range.
Energy weapon
(Edge of Concurrence occupies this slot)
The glaive is your Special.
Kinetic / Primary
An Arc primary (e.g. a Voltshot SMG or auto, or any Arc Special-ammo isn't possible here — use a Kinetic add-clear)
Keeps jolt/Ionic-Trace fragments fed when the glaive is charging; Spark of Discharge wants Arc weapon kills.
Heavy
Any Arc Heavy (LMG / Sword)
Surge-matched boss/major damage when the glaive is doing add control.
Why this works (the mechanics)
The weapon applies the subclass verb for free. Most Arc builds spend a melee or grenade to jolt. Edge of Concurrence jolts with sustained projectile fire — so every Flow State / Spark of Ions / Spark of Amplitude trigger fires off normal gunplay, with abilities left in reserve. The glaive is the jolt source.
Flow State makes amplified near-permanent, and amplified is the glaive's sweet spot. Jolt a target with the shot → kill it → amplified. Amplified gives greatly increased reload + faster dodge regen, and the Eddy Current catalyst is explicitly improved while amplified — so the glaive's slow stock handling evaporates exactly when you're in the loop. Self-reinforcing: the weapon keeps you amplified, amplified keeps the weapon snappy.
Jolt → Ionic Traces → ability refunds, off gunfire. Spark of Ions (jolted kills make Traces) + Spark of Discharge (Arc weapon kills can make Traces, and collecting a Trace grants Bolt Charge) means the glaive's add-clearing recharges your dodge, melee and grenade without you touching them. Traces home in; you just keep shooting.
Lethal Current turns the spear-poke into a blind+aftershock. Dodge to arm Lethal Current → glaive melee (a powered Arc melee for the aspect's purposes) jolts, drops a damaging aftershock, and because the target's already jolted from the shot, blinds it. In-your-face glaive range becomes safe: blinded enemies can't shoot back.
Liar's Handshake heals through melee range. The glaive forces you close. Cross Counter turns each Arc melee into an extremely powerful counterpunch that heals — so the build's risk (being at spear distance) becomes its sustain. Jolt+blind first, then Cross Counter the helpless target for a full heal. No Solar restoration needed; the melee loop is the lifeline.
Spark of Amplitude prints orbs. Rapidly defeating targets while amplified (which is most of the time) makes Orbs of Power → feeds Super and any orb mods → Gathering Storm comes back to pre-jolt the next room. The cycle closes.
Stats & mods
Priority: Weapons 200 → Health 100+ → Melee ~80 → Class. Weapons stat scales the glaive's PvE damage and its melee; Health for staying alive at spear range; Melee feeds Combination Blow / Lethal Current / Cross Counter; Class for dodge uptime (the Lethal Current trigger).
Armour archetype: Powerhouse (Weapons/Super) or Gunner pieces (Weapons- favouring) — Weapons is the single biggest lever for a damage-dealing exotic.
Helmet: Harmonic Siphon (Arc kills → Orbs) · Ashes to Assets (Super on ability kills) · Dynamo (Super on dodge).
Gauntlets (Liar's Handshake): Heavy Handed (melee kills refund melee + spawn ammo — feeds Cross Counter) · Melee Font (→ Melee stat).
Chest: Arc Resistance ×1 + two damage-resist mods — you're up close.
Boots:Arc Weapon Surge ×2 (≈+17% to the glaive's Arc damage — straight damage) · Innervation/Orbs of Restoration (orb pickup → ability energy).
Class item: Bomber/Outreach (ability energy on dodge — keeps Lethal Current armed) · Reaper (dodge → next kill spawns an Orb, feeds Spark synergy).
Stat tuning: +Weapons trades against Health where rolls allow; don't sacrifice the Health floor (you fight in melee range).
Where it shines
Match Game / GM-tier add density: the glaive jolts → chains → Flow State amplified → orbs and Traces flood → abilities never empty. Sustained, low-cost room control with a built-in guard for the inevitable melee pressure.
Champion coverage (Anti-Champion 2.0): glaives have no intrinsic champion stun by archetype — they rely on the artifact. The 9.7.0 artifact Unstoppable Glaive mod gives Edge of Concurrence an intrinsic Unstoppable stun and keeps it overcharged. Suppressing Glaive (artifact) adds ability-lockout that handles Overload behaviour, and Bad Amplitude lets an Arc ability jolt a Champion if you need it. Net: with the seasonal artifact this build handles Unstoppable natively and Overload via suppression; Barrier is the gap — bring a Barrier-stunning primary/Heavy archetype in the other slots.
Survivability content (-30/-40): Liar's heal + Lethal Current blind + Spark of Resistance (DR while surrounded) + amplified resilience = four overlapping safety layers built for the close-range glaive playstyle.