Weapon: Riskrunner (Submachine Gun · Primary · Arc) · Subclass: Arc (Arcstrider) · Role: Self-sustaining Arc add-clear that wants to get shocked Sandbox: 9.7.0 · Created 2026-06-16
Riskrunner is the only gun in the game that gets better when the enemy electrocutes you. Take Arc damage → Arc Conductor → chain lightning off every shot + Arc damage resist, and kills extend it forever. The whole build is one sentence: stand in the Arc, stay overcharged, never stop firing. Arcstrider bolts amplified, jolt and Bolt Charge on top so the gun's own engine never idles, and Liar's Handshake turns the melee you'd throw between sprays into a heal-on-demand panic button.
The weapon
Arc Conductor (intrinsic):"When taking Arc Damage, this weapon becomes more powerful and resists incoming Arc Damage. Kills extend the time in this overcharged state."
Catalyst — Chain Reaction:"Each final blow with this weapon creates an elemental damage explosion."
What it does in practice: any Arc damage you take — an Arc-ranged enemy, a Shank's bolt, a jolt tick, even your own subclass Arc effects — flips the gun into Arc Conductor. Overcharged, every burst chains lightning between targets and you take reduced Arc damage (so the thing that overcharges you can't easily kill you). Kills refresh the timer, so against a pack the state is effectively permanent. The catalyst layers Chain Reaction on top: each final blow adds an Arc explosion, so a single overcharged SMG fires three damage instances at once — the burst, the lightning chain, and the kill-explosion. It is a Primary, so ammo is never the constraint; the constraint is staying overcharged, which this build engineers as the default state rather than an accident.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc Hunter)
Same element as the gun: jolt, blind and amplified all feed Arc Conductor and Bolt Charge.
Super
Gathering Storm
Slams the Arc Staff down as a jolting, lingering pylon — area denial that re-procs Arc Conductor on you while you keep shooting.
Class ability
Gambler's Dodge
Refills the Arc melee (Liar's counterpunch) near enemies; resets the Lethal Current window.
Lingering Arc tick — with Spark of Shock it jolts, and the tick is a clean way to self-apply Arc damage and keep Conductor lit.
Aspect 1
Lethal Current
After dodging, next melee jolts + aftershock; damaging any jolted target with melee also blinds — free crowd control + Arc-damage source.
Aspect 2
Flow State
Defeating a jolted target makes you amplified; while amplified, dodge recharges faster, you're more resilient dodging, and reload speed is greatly increased (huge for an SMG).
Fragments
Spark of DischargeArc weapon final blows → Ionic Trace; collecting one grants a stack of Bolt Charge — directly off Riskrunner kills
Spark of Ionsdefeating a jolted target or a Bolt-Charge target → Ionic Trace
Spark of Amplituderapidly defeating targets while amplified → Orb of Power
Spark of Shock (Arc grenades jolt — turns Pulse Grenade into a jolt applicator). Drop Discharge's −10 Melee and Shock's −10 Grenade against the stat plan below; add Spark of Resistance (+10 Melee, DR while surrounded) if you want the melee back**
Exotic armour:Liar's Handshake (Gauntlets) — Cross Counter: using your Arc melee ability or being hit by a melee attack lets you follow up with an extremely powerful melee counterpunch that heals you.
Other two weapon slots:
Special: an Arc Special with Voltshot (jolt on reload-after-kill) or any Arc shotgun/glaive — jolting a pack with the Special pre-loads Flow State (amplified) and Lethal Current's blind for when you swap back to Riskrunner. A Stasis/Solar Special (e.g. a freeze or ignite Special) also works purely as a "delete the thing Riskrunner can't" tool.
Heavy: any Arc Heavy (LMG/Sword) to keep surges single-element, or a Heavy GL for boss burst. The build is add-clear first; Heavy covers the bosses Riskrunner chips slowly.
Why this works (the mechanics)
The gun's drawback is the build's thesis. Arc Conductor needs you to take Arc damage. Instead of relying on enemies, this loadout manufactures Arc damage on yourself constantly: Pulse Grenade ticks, Gathering Storm's pylon, jolt arcs and being in the middle of a shocked pack all flip Conductor on. The built-in Arc damage resist while overcharged means self-sourcing Arc is nearly free.
Jolt is the keystone, and it's everywhere. Lethal Current (dodge → melee jolt), Spark of Shock (grenade jolts), Voltshot Special and Gathering Storm all apply jolt. Jolt = chain lightning between targets = more Arc damage flying around = Conductor stays lit, and jolted-target kills are the trigger for Flow State and Spark of Ions.
Flow State pays the SMG's biggest weakness. SMGs live and die on reload; "greatly increased reload speed while amplified" plus Conductor's chain means you rarely stop dealing damage. Defeating a jolted target → amplified is a loop the build proc's every few seconds.
The catalyst triple-stacks every kill. Overcharged burst + jolt chain + Chain Reaction explosion on the final blow. In a dense room each Riskrunner kill cascades into the next, and Conductor's kill-extends-timer clause means the state never drops while the room is alive.
Bolt Charge feeds itself off gunfire. Spark of Discharge turns Arc weapon kills into Ionic Traces that grant Bolt Charge; Spark of Ions converts jolted- and Bolt-Charge-target kills into more traces. Collecting traces also keeps abilities (and via Flow State, amplified) topped up — pure weapon kills power the whole subclass economy.
Liar's Handshake is the survivability valve. Between sprays you throw the Arc melee → instant counterpunch → big damage + heal; or eat a melee from a charging enemy and counter it. With Lethal Current the same punch jolts and blinds. It's the one thing that makes "stand in the middle of the Arc damage" survivable without a healing subclass.
Stats & mods
Weapons 100+ → Health 100 → Class. Weapons stat scales Riskrunner's PvE damage; Health for standing in the pack; Class so Gambler's Dodge (Liar's melee + Lethal Current reset) is up often. Melee/Grenade can sit mid since traces and dodge refund them.
Mods: SMG Loader + SMG Reserves; Arc Weapon Surge ×2–3 on boots (Riskrunner is Arc — straight damage); Heavy/Special Finisher for ammo economy; Harmonic Siphon on helmet (Arc kills → Orbs, which Amplitude already floods) and Orbs of Restoration. One Resilience-style resist mod per the chest if you find yourself dying to non-Arc damage (Conductor only resists Arc).
Where it shines
Add-dense PvE — Strikes, Nightfalls, Onslaught, GM clear phases. This is a horde-clear build: the chain + Chain Reaction + jolt turn a corridor of adds into a single dissolving wall, and Conductor never drops while bodies keep dropping.
Champions: Riskrunner is a Lightweight-frame SMG → Overload under Anti-Champion 2.0 (Lightweight/Rapid-Fire archetypes carry intrinsic Overload), so it stuns Overload champions on its own. Verify the archetype below.Blind (Lethal Current) and jolt also interrupt Overload behaviour, and the Special slot should carry Barrier/Unstoppable coverage (the build's one gap). Boss DPS is the weak spot — that's what the Heavy is for.
Artifact — Encrypted Data Disk (Renegades)
The all-Arc disk mirrors Riskrunner's loop end to end: Arc-debuff kills become Bolt Charge and Orbs, jolt turns into blind, and Arc final blows spit Arc Orbs back into the amplified economy. Champions lean on jolt/blind plus the gun's Overload archetype; the Special slot still carries Barrier/Unstoppable.
Tier 1:Power from Pain (Devour on weakened final blows — a free heal on top of Liar's) — Fierce Proxemics (finisher → grenade + melee energy; refunds Pulse Grenade and the Liar's counterpunch)
Tier 2:Dielectric (Arc-debuffed kills grant Bolt Charge, then Orb + heal — this build's exact jolt→Bolt Charge→Orb chain) — Blinding Jolts (jolted kills blind nearby — doubles Lethal Current's crowd control) — Precision Equity (precision final blows build a big Orb that also boosts weapon damage on pickup)
Tier 3:Elemental Orbs: Arc (Arc weapon kills spawn Arc Elemental Orbs to throw or shoot for an Arc explosion — more self-applied Arc to keep Conductor lit) — Tazer Tag (Arc-melee hits jolt — turns the Liar's punch into a jolt applicator)
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Harmonic Siphon1e
Rapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon1e
Rapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
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 Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: which Amplitude already floods).