Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Special · 80 RPM · No intrinsic champion
Centerpiece: Edge of Concurrence (Glaive · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Jolt-engine add-clear + a defensive guard for the mid lane Sandbox: 9.7.0 · Updated 2026-07-03
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 applies a subclass verb entirely by itself, no ability spend. 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
Intrinsic — Edge of Concurrence (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."
The glaive's projectile shot is a chargeable Arc bolt; melee hits and chip damage build the charge meter, and at full charge the alternate fire is a heavy ranged blast. The load-bearing line is the last one — holding sustained projectile fire jolts the target. Jolt is the Arc debuff that chains lightning to nearby combatants and amplifies damage against the jolted target, so Edge of Concurrence is the rare weapon that applies its subclass's core verb with no ability spend, just by holding the trigger. The catalyst is tuned for exactly this subclass: Eddy Current's reload and handling boost is improved while amplified, and on this build you are amplified almost permanently. The glaive's heavy stock handling evaporates the moment the jolt loop is running, so it handles like a sidearm right when you need it to.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Jolt is the weapon's output and the subclass's whole engine — a one-to-one match.
Super
Gathering Storm (or Storm's Edge)
Hurl the staff to jolt a whole pack, pre-jolting 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 arms Lethal Current's next melee; Gambler's near enemies for melee energy back.
Movement
Triple Jump
Air control to reposition behind the glaive's guard.
Melee
Combination Blow(or any Arc melee — Lethal Current carries it)
The dodge-armed Lethal Current jolt + aftershock is the real payload; the base charged melee is interchangeable.
Grenade
Flux Grenade (or any Arc nade + Spark of Shock)
An Arc grenade for an extra on-demand jolt application.
Aspect 1
Lethal Current
After dodging, the next melee jolts and drops an aftershock; damaging any already-jolted target with melee also blinds it — perfect after the glaive shot has jolted.
Aspect 2
Flow State
Defeating a jolted target makes you amplified; amplified is 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-to-Trace economy plus close-range survivability (see below).
Exotic armour
Liar's Handshake (Gauntlets)
Cross Counter turns each Arc melee into an extremely powerful healing counterpunch — the glaive is a melee weapon, so jolt+blind sets up free, safe Cross Counter swings that heal through spear range.
Weapons
Arc primary (Voltshot SMG/auto) + Arc Heavy (LMG or Sword)
Edge of Concurrence holds the Special slot; the Arc primary keeps Spark of Discharge fed while the glaive charges, and a surge-matched Arc Heavy handles majors/bosses.
Fragments
Spark of Ions · Spark of Discharge · Spark of Amplitude · Spark of Resistance
Why it 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. Every Flow State / Spark of Ions / Spark of Amplitude trigger fires off ordinary gunplay, leaving your abilities in reserve. The glaive is the jolt source.
Flow State makes amplified near-permanent, and amplified is the glaive's sweet spot. Jolt with the shot, kill, become amplified — amplified grants greatly increased reload and faster dodge regen, and Eddy Current is explicitly improved while amplified. The weapon keeps you amplified, and amplified keeps the weapon snappy: the loop is self-reinforcing.
Jolt → Ionic Traces → ability refunds, off gunfire. Spark of Ions (killing a jolted enemy makes an Ionic Trace) plus Spark of Discharge (Arc weapon kills chance to spawn a Trace, and collecting one 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, then a powered Arc melee jolts and drops a damaging aftershock — and because the target is already jolted from the shot, it blinds. 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 healing counterpunch, so the build's inherent 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.
Spark of Amplitude prints orbs, which feed the Super back. Rapidly defeating targets while amplified (most of the time) spawns Orbs of Power, feeding Super and any orb mods so Gathering Storm returns to pre-jolt the next room. The cycle closes.
Stats & mods
Weapons 200 → Health → Class. Weapons scales the glaive's PvE damage and its melee; Health keeps you alive at spear range; Class drives dodge uptime, which is the Lethal Current trigger. Melee is a soft fourth for Combination Blow / Cross Counter energy.
Archetype lean: Gunner / Grenadier pieces (Weapons-favouring) — Weapons is the single biggest damage lever for a weapon-centric build, with Health as the secondary floor for the close-range playstyle.
Mods:
Boots: Arc Weapon Surge ×2 (≈+17% to the glaive's Arc damage in PvE) · Innervation (orb pickup → grenade energy).
Arms: Heavy Handed (melee kills refund melee + spawn ammo — feeds Cross Counter) · Melee Font.
Chest: Arc Resistance ×1 + two damage-resist mods — you fight up close.
Class item: Bomber / Outreach (ability energy on dodge — keeps Lethal Current armed) · Reaper.
Surge: Arc Weapon Surge (match the glaive and Arc kit).
Anti-Champion: none from this artifact 2/3/2 — carry the Anti-Champion load on the two support weapon slots (an Unstoppable/Overload/Barrier-perked Legendary); Defibrillating Blast then rewards each champion stun with max Bolt Charge.
Artifact — Tablet of Ruin
The Arc/Glaive artifact that mirrors this build's exact economy: jolt → Bolt Charge → amplified → Orbs, with a Glaive-specific survivability line for the in-spear-range fight the weapon forces.
Picks (2/3/2):
Tier 1: Dielectric · Hold the Line
Tier 2: Flashover · No Bell · Gold From Lead
Tier 3: Defibrillating Blast · Limit Break
Dielectric grants Bolt Charge for defeating Arc-debuffed (jolted) targets, and rapidly defeating them spawns an Orb of Power and heals — the core loop, fed directly by the glaive's jolt.
Hold the Line gives Machine Guns and Glaives increased reload and stability while surrounded, and its final blows heal you — built for the exact close-range brawl Edge of Concurrence puts you in.
Flashover makes you amplified when you reach maximum Bolt Charge, folding the Bolt Charge stream straight into the Flow State amplified loop.
No Bell refunds Special Glaive ammo on rapid glaive melee final blows and buffs glaive melee damage after blocking — keeps the spear-poke fed.
Gold From Lead rolls Special-ammo pickups into a chance at Heavy, keeping the glaive and the Arc Heavy topped up.
Defibrillating Blast grants max Bolt Charge for stunning a Champion, and its bolts jolt and heal — it rewards champion stuns (which come from your support weapons), it does not supply one.
Limit Break grants bonus Super damage when you cast a Super with a matching elemental buff active — amplified is that Arc buff, so a Flow-State Gathering Storm throw hits harder.
Where it shines
High add-density content (GMs, Match Game): 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.
Survivability content (−30/−40): Liar's heal + Lethal Current blind + Spark of Resistance (25% DR within 15m of 3+ enemies) + amplified resilience = four overlapping safety layers built around the close-range glaive playstyle.
Champion coverage: glaives have no intrinsic champion breaker (manifest champion = none), and this Tablet of Ruin 2/3/2 contains no direct champion-stun mod — Defibrillating Blast is a payoff that fires when a Champion is already stunned. Bring your Anti-Champion coverage on the two support weapon slots (a matched Unstoppable/Overload/Barrier Legendary); the artifact then converts each stun into max Bolt Charge.
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 (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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)
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.
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.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
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.
Outreach1e
Reduces melee 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: Arc kit). - **Anti-Champion:** none from this artifact 2/3/2 — carry the Anti-Champion load on the two support weapon slots (an Unstoppable/Overload/Barrier-perked Legendary); Defibrillating Blast then *rewards* each champion stun with max Bolt Charge.