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.
Stick the spear, it jolts the whole pack → jolted kills feed Flow State + Spark of Ions; swap Storm's Edge for tighter add-clear.
Class ability
Marksman's Dodge
Full reload between strikes and arms Lethal Current's next melee.
Movement
Triple Jump
Extra mid-air correction to reposition between packs while the storm loop keeps ticking (flex — any jump works).
Melee
Combination Blow / Disorienting Blow
Post-dodge Arc melee jolts via Lethal Current → jolted kills feed the loop and refund melee.
Grenade
Arcbolt Grenade
Chains + jolts a pack; jolted kills → Ionic Traces → Bolt Charge via Spark of Ions.
Aspect 1
Flow State
Defeating a jolted target makes you amplified (≈15% DR + faster reload/handling); Thunderlord makes jolted kills constantly.
Aspect 2
Lethal Current
Post-dodge melee jolts and leaves an aftershock; more jolted kills for Flow State and Bolt Charge.
Fragments
Ions · Discharge · Amplitude · Resistance
Two Ionic Trace sources + a third Bolt Charge feed + amplified Orbs + surrounded DR.
Exotic armour
Geomag Stabilizers (Leg Armor)
Close Enough: "Sprinting while near max Bolt Charge will grant stacks over time" — traversal tops the meter off for free.
Weapons
Kinetic add-clear primary + Arc Voltshot Special
Build kills while Heavy regenerates; a Voltshot Special gives Flow State / Spark of Ions a second jolt source when Thunderlord is dry.
Fragments
Spark of Ionsjolted / Bolt-Charge kill → Ionic Trace
Spark of DischargeArc weapon kills → Ionic Traces; collecting one → +1 Bolt Charge
Spark of Amplitudeamplified rapid kills → Orbs
Spark of Resistance (DR while surrounded, +10 Melee). Swap in Spark of Frequency (+reload on melee) for harder content**
Why it works (the mechanics)
Thunderlord's strikes ARE a Bolt Charge generator, and Arc Hunter is the class built to spend Bolt Charge from gunfire. Every kill = a strike = a Bolt Charge stack. Hit max and it discharges as a jolting lightning strike, which makes more jolted kills, which Flow State turns into amplified. The gun seeds its own subclass loop.
The catalyst closes the ammo problem. Return Stroke partially reloads from reserves on every strike, so a kill-chain barely drains the mag. A Heavy that reloads itself off kills behaves like a primary in add-dense rooms — exactly where it stacks Bolt Charge fastest.
Overload is handled intrinsically — no archetype tax. Reign Havoc carries "Strong against Overload Champions" on the weapon, independent of Anti-Champion 2.0 archetype rules. You spend no frame slot or subclass verb on Overload; Thunderlord stuns it while your other two weapons cover Barrier/Unstoppable.
Flow State makes the jolt loop pay survivability. Jolted kills (Thunderlord strikes, Arcbolt, Lethal Current melee) → amplified → ≈15% DR plus faster reload and handling on the gun that wants to keep firing. The DR is gated behind the thing you already do nonstop.
Geomag removes the only dead time. Bolt Charge normally needs generation to climb; this build is already saturated, so Geomag's "sprint near max → stacks over time" means traversal between packs tops the meter instead of idling it. You arrive at the next room pre-charged.
Two Ionic Trace sources keep abilities full. Spark of Discharge (Arc weapon kills) and Spark of Ions (jolted / Bolt-Charge kills) both spawn Traces; collecting a Trace via Spark of Discharge also grants +1 Bolt Charge — a third feed plus a steady drip of melee/grenade/dodge energy.
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:
Boots (Geomag): Machine Gun Scavenger to keep reserves topped (the catalyst spends reserves to refill the mag) + Orbs of Restoration.
Arms: Heavy Ammo Finder / Scavenger — keep the reserve tank full for the catalyst to draw from.
Chest: Arc Resistance ×1–2 stacked under the amplified DR layer.
Class item: Powerful Attraction (dodge vacuums Orbs) + Bomber/Outreach; Spirit of the Coyote (extra dodge charge) doubles Lethal Current arming if you chase an exotic class item.
Anti-Champion: none needed for Overload (intrinsic); source Barrier/Unstoppable from your Kinetic/Special archetype frames.
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):
Tier 1: Dielectric · Hold the Line
Tier 2: Flashover · Gold From Lead · Harsh Refraction
Tier 3: Defibrillating Blast · Heavy Ordance Regeneration
Dielectric grants Bolt Charge for defeating Arc-debuffed targets and spawns Orbs + a heal on rapid kills — a direct Arc feed onto the jolt you spread everywhere.
Hold the Line gives Machine Guns reload speed, stability, and heals while surrounded — built for the add-dense rooms this gun farms.
Flashover makes you amplified when you reach max Bolt Charge and buffs lightning damage — doubles Flow State's payoff and hits every discharge.
Gold From Lead lets Special pickups grant Heavy — refilling the reserves the catalyst spends.
Harsh Refraction adds damage to Arc-debuffed targets — the jolt/blind you spam across the pack.
Defibrillating Blast grants maximum Bolt Charge on stunning a Champion, and its Bolt Charge bolts jolt + heal — bridging the intrinsic Overload stun straight into the storm engine.
Heavy Ordance Regeneration grants DR and grenade/melee energy on sustained Heavy Machine Gun damage — keyed to Thunderlord itself.
Where it shines
Match Game / add-dense GMs & Nightfalls: intrinsic Overload stun + self-reloading Heavy + amplified DR clears rooms and answers a champion type with no build tax.
Patrol / Onslaught / wave content: the kill → strike → Bolt-Charge → strike chain is at its best with bodies everywhere; Geomag tops the meter as you reposition.
Single-target / boss: weakest case — it is add-clear and champion control, not a DPS Heavy; lean on Gathering Storm + your Special for priority damage.
Champion coverage:Overload — intrinsic to Thunderlord (breaks it on its own via Reign Havoc). Bring Barrier and Unstoppable on your Kinetic/Special archetype frames (Anti-Champion 2.0); jolt + blind from the Arc kit soft-controls the rest.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
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 Resistance1e
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Arc Weapon Surge1efill
Your 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)
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically 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).