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.
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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Arcstrider (Arc Hunter) | Same element as the gun: jolt, blind and amplified all feed Arc Conductor and Bolt Charge. |
| Super | 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 | Refills the Arc melee (Liar's counterpunch) near enemies; resets the Lethal Current window. | |
| Melee | Combination Blow / Arc melee | Liar's Handshake counterpunch — heal + huge damage; jolts via Lethal Current. |
| Grenade | 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 | After dodging, next melee jolts + aftershock; damaging any jolted target with melee also blinds — free crowd control + Arc-damage source. | |
| Aspect 2 | 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). |
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:
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).
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (5/10) | Harmonic Siphon 1e | 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 Siphon 1e | 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 Siphon 3e fill | Rapid Arc weapon final blows create an Orb of Power. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. | |
| Class Item (3/10) | Special Finisher 1e | Finishers generate Special ammo for the whole fireteam. |
| Special Finisher 1e | Finishers generate Special ammo for the whole fireteam. | |
| Reaper 1e fill | 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).