Weapon: Trinity Ghoul (Combat Bow · Primary · Arc) · Subclass: Arcstrider · Role: Add-clear room-eraser — one precision arrow chains the whole pack Sandbox: 9.7.0 · Created 2026-06-16
The most iconic add-clear in the game on the class that was built for it. One precision arrow with Lightning Rod up fires a forked bolt that arcs to every body in the room; the catalyst (Forked Lightning) means any Arc kill — not just a bow precision kill — re-arms it, so the chain never stops. Combination Blow stacks the melee, Jolt feeds the kills, Flow State keeps you Amplified, and Trinity Ghoul converts the whole loop into a screen-clearing fork of lightning on a Primary-ammo trigger.
Split Electron (intrinsic): "Fires an arrow that splits when released. Aiming down sights and fully drawing the bow both decrease the spread." Lightning Rod (trait): "Precision kills grant the next shot chain-lightning capabilities." Catalyst — Forked Lightning: "Lightning Rod now triggers from any Arc damage final blow."
A precision kill (or, with the catalyst, any Arc final blow) arms Lightning Rod. The next shot fires a fully-drawn arrow that splits into a fan of bolts and arcs chain-lightning between every nearby combatant — the single best body-count-per-trigger in the sandbox. The catalyst is the build: without it you need bow precision kills to re-arm; with it, a grenade kill, a melee kill, a jolt kill, anything Arc re-arms the fork. The chain is so easy to keep lit it functionally becomes the bow's resting state. Arc · Primary ammo (infinite resupply via Special/Heavy bricks), so the room-eraser never runs dry.
| Slot | Pick | Why |
|---|---|---|
| Subclass | The native home: Jolt + Amplified + Combination Blow all feed Arc kills that re-arm Forked Lightning. | |
| Super | Throw-staff jolts a wide area → every jolt kill is a Forked Lightning re-arm; resets a stalled room. (Arc Staff fine if you prefer roaming.) | |
| Class ability | Near enemies, fully refunds the melee → keeps Combination Blow charged between forks. | |
| Movement | Air control to hold the fully-drawn ADS line Split Electron wants. | |
| Melee | Chained melee kills heal, refund dodge, and stack a damage bonus — each kill also re-arms the fork. | |
| Grenade | Chains + (with Spark of Shock) jolts the pack → instant jolt kills → Forked Lightning re-arms. | |
| Aspect 1 | Defeating a jolted target → Amplified (faster reload/melee/dodge regen). The bow jolts constantly, so Amplified is permanent. 2 Fragment slots. | |
| Aspect 2 | After a dodge, next melee jolts + drops a damaging aftershock → more jolt kills feeding the fork; 1 Fragment slot. |
Cross Counter: "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 bow is the ranged half; Liar's is the panic button and the close-range re-arm. When a melee unit closes, throw the Arc melee (or eat the hit) → the exotic counterpunch one-shots the elite, heals you to full, and that Arc melee kill re-arms Forked Lightning for the next fork. It also stacks Combination Blow without spending the chain. You stay at range firing forks; when something gets in your face, Liar's deletes it, heals you, and reloads the lightning.
Weapons 200 → Melee 100 → Class 100+, Health as the dump (Combination Blow heals, Liar's heals, Amplified gives DR, Flow State sustains). Weapons 200 ramps the bow's per-arrow PvE damage so the fork one-shots a wider band of reds/oranges; Melee 100 keeps Combination Blow and the Liar's counterpunch online; Class feeds Gambler's refund.
Mods: Bow Loader + Bow Scavenger (draw speed + reserves), Arc Weapon Surge ×2 on boots (≈+17% Arc damage straight onto the fork), Harmonic/Arc Siphon on the helmet (Arc kills → Orbs — the bow floods them),
Orbs of Restoration (orb pickup → ability energy), Heavy/Special Finisher to convert the constant kills into Heavy bricks. Stat tuning: +Weapons/−Health and +Melee/−Health.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Arc Siphon 3e | Rapid Arc weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| 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 Scavenger 1e | Arc weapons get bonus reserves when picking up ammo used by that weapon. |
| 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. | |
| Class Item (3/10) | 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. | |
| Bomber 1e fill | Reduces grenade cooldown when using 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: +Melee/−Health.