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Arc

Riskrunner — Conductor (Hunter)

Self-sustaining Arc add-clear that *wants* to get shocked
Riskrunner 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 · Primary · 900 RPM · No intrinsic champion

Centerpiece: Riskrunner (Submachine Gun · Primary · Arc) · Subclass: Arc (Arcstrider) · Role: Self-sustaining Arc add-clear that wants to get shocked Sandbox: 9.7.0 · Updated 2026-07-03

Riskrunner is the only gun in the game that gets better when the enemy electrocutes you. Take Arc damage, flip into Arc Conductor, and every shot chains lightning while you shrug off the Arc that lit you up — and kills keep the state alive forever. The whole build is one sentence: stand in the Arc, stay overcharged, never stop firing. Arcstrider stacks jolt and Bolt Charge 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."

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 very thing that overcharges you can't easily kill you. Kills refresh the timer, so against a pack the overcharged state is effectively permanent. The catalyst layers Chain Reaction on top: each final blow adds an elemental explosion, so one overcharged SMG throws three damage instances at once — the burst, the lightning chain, and the kill-explosion. Riskrunner is a Primary, so ammo is never the constraint; the only constraint is staying overcharged, and this build engineers that as the default state rather than an accident.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)Same element as the gun — jolt, blind and amplified all feed Arc Conductor and Bolt Charge.
SuperGathering StormSlams the Arc Staff down as a jolting, lingering pylon — area denial that re-procs Arc Conductor on you while you keep shooting.
Class abilityGambler's DodgeNear enemies it refills the Arc melee (the Liar's counterpunch) and resets the Lethal Current window.
MovementTriple JumpExtra mid-air correction to reposition inside the pack without leaving the Arc damage that keeps Conductor lit.
MeleeArc melee (Combination Blow)The Liar's Handshake counterpunch — heal plus huge damage; jolts through Lethal Current.
GrenadePulse GrenadeLingering 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 1Lethal CurrentAfter dodging, the next melee has increased lunge, jolts, and creates a damaging aftershock — free crowd control and an Arc-damage source.
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified, dodge recharges faster, you're more resilient, and reload speed is greatly increased (huge for an SMG).
FragmentsSpark of Discharge · Spark of Ions · Spark of Amplitude · Spark of ShockTurn Riskrunner kills into Ionic Traces, traces into Bolt Charge, jolted/amplified kills into Orbs, and grenades into jolt applicators.
Exotic armourLiar's Handshake (Gauntlets)"Using your Arc melee ability or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch that will heal you." — the survivability valve for standing in the Arc.
WeaponsArc Special (Voltshot) + Arc Heavy (LMG/Sword or Heavy GL)Voltshot pre-loads jolt/blind for the swap back; the Heavy covers the bosses Riskrunner chips slowly.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons scales Riskrunner's PvE damage; Health for standing in the pack; Class so Gambler's Dodge (the Liar's melee and Lethal Current reset) is up often. Arcstrider add-clear archetype — Melee and Grenade can sit mid since traces and dodge refund them.

Mods:

Artifact — Encrypted Data Disk

The all-Arc disk mirrors Riskrunner's loop end to end: Arc-debuff kills become Bolt Charge and Orbs, jolted kills turn into blind, and Arc final blows spit Arc Orbs back into the amplified economy.

Picks (2/3/2):

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 (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Legs (3/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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: the Arc Special/Heavy). - **Anti-Champion:** run the artifact's Anti-Barrier / Overload weapon perks; since Riskrunner carries no intrinsic champion stun.