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Arc

Thunderlord — Storm Caller (Arc Hunter)

Overload-stunning add-clear + Bolt Charge storm engine
Thunderlord on light.gg
Your gear best achievable Weapons 161 / 150 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Heavy · 450 RPM · Overload

Centerpiece: Thunderlord (Machine Gun · Heavy · Arc) · Subclass: Arcstrider · Role: Overload-stunning add-clear + Bolt Charge storm engine Sandbox: 9.7.0 · Updated 2026-07-03

Hold the trigger and the gun gets louder. Kills call lightning from the sky; each strike stuns Overload on its own, stacks Bolt Charge, and partially reloads the mag. On Arc Hunter that loop never stops — every jolt and spark you make feeds the next strike, and the Bolt Charge byproduct becomes your whole ability economy. It is a Heavy weapon you fire like an add-clear primary.

The weapon

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

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

Each kill triggers a lightning strike, and every strike does three things at once: it stuns Overload Champions with no archetype dependence, grants a stack of Bolt Charge, and — with the catalyst — refills the magazine from reserves. In an add-dense room this ramps into a chain: kill triggers strike, strike refunds rounds and a Bolt Charge stack, and the weapon's spin-up means the longer you hold the trigger the faster the next target dies. At 450 RPM it behaves like a self-reloading primary, so a kill-chain barely drains the mag while the Bolt Charge meter climbs to max and discharges as its own jolting strike. The build's job is to convert that Bolt Charge overflow from an occasional discharge into a continuous ability economy.

Loadout

SlotPickWhy
SubclassArcstriderNative Bolt Charge / jolt / amplified verbs that Thunderlord's strikes plug straight into.
SuperGathering StormStick the spear, it jolts the whole pack → jolted kills feed Flow State + Spark of Ions; swap Storm's Edge for tighter add-clear.
Class abilityMarksman's DodgeFull reload between strikes and arms Lethal Current's next melee.
MovementTriple JumpExtra mid-air correction to reposition between packs while the storm loop keeps ticking (flex — any jump works).
MeleeCombination Blow / Disorienting BlowPost-dodge Arc melee jolts via Lethal Current → jolted kills feed the loop and refund melee.
GrenadeArcbolt GrenadeChains + jolts a pack; jolted kills → Ionic Traces → Bolt Charge via Spark of Ions.
Aspect 1Flow StateDefeating a jolted target makes you amplified (≈15% DR + faster reload/handling); Thunderlord makes jolted kills constantly.
Aspect 2Lethal CurrentPost-dodge melee jolts and leaves an aftershock; more jolted kills for Flow State and Bolt Charge.
FragmentsIons · Discharge · Amplitude · ResistanceTwo Ionic Trace sources + a third Bolt Charge feed + amplified Orbs + surrounded DR.
Exotic armourGeomag Stabilizers (Leg Armor)Close Enough: "Sprinting while near max Bolt Charge will grant stacks over time" — traversal tops the meter off for free.
WeaponsKinetic add-clear primary + Arc Voltshot SpecialBuild kills while Heavy regenerates; a Voltshot Special gives Flow State / Spark of Ions a second jolt source when Thunderlord is dry.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons for PvE add-clear damage on a gun that lives on bodyshots; Health for the amplified DR floor; Class to keep Marksman's Dodge (reload + Lethal Current arming) on a short leash. Lean the Grenadier/Gunner archetype favouring Weapons + Class. Mods:

Artifact — Tablet of Ruin

The Arc / Bolt-Charge artifact, a one-to-one match for Thunderlord on Arcstrider: it turns the gun's strikes and jolts straight into more Bolt Charge and amplified, and the Champion mod bridges the intrinsic Overload stun into the same loop while the Heavy-MG tier keeps reserves and survivability up.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain 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).