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Arc

Trinity Ghoul — Chain Reaction (Hunter)

Add-clear room-eraser — one precision arrow chains the whole pack
✓ Manifest Arc · Primary · No intrinsic champion

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.

The weapon

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.

Loadout

SlotPickWhy
SubclassArcstriderThe native home: Jolt + Amplified + Combination Blow all feed Arc kills that re-arm Forked Lightning.
SuperGathering StormThrow-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 abilityGambler's DodgeNear enemies, fully refunds the melee → keeps Combination Blow charged between forks.
MovementTriple JumpAir control to hold the fully-drawn ADS line Split Electron wants.
MeleeCombination BlowChained melee kills heal, refund dodge, and stack a damage bonus — each kill also re-arms the fork.
GrenadeArcbolt GrenadeChains + (with Spark of Shock) jolts the pack → instant jolt kills → Forked Lightning re-arms.
Aspect 1Flow StateDefeating a jolted target → Amplified (faster reload/melee/dodge regen). The bow jolts constantly, so Amplified is permanent. 2 Fragment slots.
Aspect 2Lethal CurrentAfter a dodge, next melee jolts + drops a damaging aftershock → more jolt kills feeding the fork; 1 Fragment slot.
Fragments (3, via 2+1 slots)

Exotic armour — Liar's Handshake (Gauntlets)

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.

Why this works (the mechanics)

Stats & mods

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.

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.
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 1e fillReduces 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 Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces 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.