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Arc

Thunderlord — Storm Caller (Hunter)

Overload-stunning add-clear + Bolt Charge storm engine
✓ Manifest Arc · Heavy · 450 RPM · Overload

Weapon: Thunderlord (Machine Gun · Heavy · Arc) · Subclass: Arcstrider · Role: Overload-stunning add-clear + Bolt Charge storm engine Sandbox: 9.7.0 · Created 2026-06-16

Hold the trigger and the gun gets louder. Kills call lightning from the sky; each strike stacks Bolt Charge and partially reloads the mag (catalyst). On Arc Hunter that loop never has to stop: Geomag turns the Bolt Charge you're already drowning in into free recharge, the catalyst feeds the mag, and every jolt and spark you make is a feed for the next strike. It's a Heavy primary you fire like an add-clear and it stuns Overload on its own.

The weapon

Reign Havoc (intrinsic, verbatim): Final blows with this weapon generate stunning lightning strikes from above. Lightning strikes grant a stack of Bolt Charge. Strong against [Disruption] Overload Champions.

Catalyst — Return Stroke (verbatim): Causing a lightning strike with this weapon partially reloads the magazine from reserves.

So: kill → lightning strike → (a) it stuns Overload Champions on its own, no archetype dependence; (b) it grants a stack of Bolt Charge; (c) catalyst refills the mag from reserves. In a pack that ramps to a chain — each kill triggers a strike, each strike refunds rounds and a Bolt Charge stack, and the gun's spin-up means the longer you hold the trigger the faster it kills the next thing. The build's job is to turn the Bolt Charge byproduct from "occasional discharge" into the actual ability economy.

Loadout

SlotPickWhy
SubclassArcstriderNative Bolt Charge / jolt / amplified web that Thunderlord plugs straight into.
SuperGathering StormStick the spear, it jolts the whole pack → jolted kills feed Flow State + Spark of Ions; or Storm's Edge for tighter add-clear.
Class abilityMarksman's DodgeFull reload between strikes; arms Lethal Current's next melee.
MeleeCombination Blow / Disorienting BlowArc melee jolts (via Lethal Current) → jolted-kill feeds → amplified.
GrenadeArcbolt GrenadeChains + jolts a pack; jolted kills → Ionic Traces → Bolt Charge (Spark of Ions).
Aspect 1Flow StateDefeating a jolted target → amplified (≈15% DR + faster reload/handling); Thunderlord makes jolted kills constantly.
Aspect 2Lethal CurrentPost-dodge melee jolts + aftershock; melee hits jolt → more jolted kills for Flow State and Bolt Charge.
Fragments

Exotic armour: Geomag Stabilizers (Leg Armor) — Close Enough: "Sprinting while near max Bolt Charge will grant stacks over time." Thunderlord keeps you pinned near max Bolt Charge, so sprinting between targets tops it off for free — the discharge loop self-sustains and you never sit idle waiting on stacks.

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 150+ → Health 100+ → Class. Weapons stat for PvE add-clear damage on a gun that lives on bodyshots; Class to keep Marksman's Dodge (reload + Lethal Current arming) on a short leash. Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3eRapid Arc weapon final blows create an Orb of Power.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
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.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Arc Weapon Surge 1e fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: not a driver.