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Arc

Trinity Ghoul — Chain Reaction (Hunter)

Add-clear room-eraser — one precision arrow chains the whole pack
Trinity Ghoul on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Primary · No intrinsic champion

Centerpiece: Trinity Ghoul (Combat Bow · Primary · Arc) · Subclass: Arcstrider · Role: Add-clear room-eraser — one precision arrow chains the whole pack Sandbox: 9.7.0 · Updated 2026-06-29

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 while the bow is held. 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, which is awkward mid-horde; with it, a grenade chain, a Combination Blow, a Liar's counterpunch or a single Jolt tick re-arms the fork, so it stays lit essentially all the time and becomes the bow's resting state. The community data notes the one condition: Trinity Ghoul must be held to receive Lightning Rod, so you re-arm it by drawing the bow, not by swapping back to it after the kill. Arc · Primary ammo means the room-eraser never runs dry — Special and Heavy bricks stay fully reserved.

Loadout

SlotPickWhy
SubclassArcstriderThe native home: Jolt, Amplified and Combination Blow all feed Arc kills that re-arm Forked Lightning.
SuperGathering StormThrow the staff to embed it and call a lightning strike that Jolts a wide area → every Jolt kill is a Forked Lightning re-arm; resets a stalled room. (Arc Staff is fine if you prefer roaming.)
Class abilityGambler's DodgeDodging within 15m of an enemy doubles the melee refund (up to a full charge) → keeps Combination Blow charged between forks.
MovementTriple JumpAir control to hold the fully-drawn ADS line Split Electron wants for a tight fork.
MeleeCombination BlowChained melee kills heal, refund dodge and stack a damage bonus — each kill also re-arms the fork as an Arc final blow.
GrenadeArcbolt GrenadeChains between targets and, with Spark of Shock, Jolts the pack → instant Jolt kills → Forked Lightning re-arms.
Aspect 1Flow State"Defeating a jolted target makes you amplified." The bow Jolts constantly, so Amplified is effectively permanent. 2 Fragment slots.
Aspect 2Lethal CurrentAfter a dodge, your next melee gains lunge, Jolts the target and drops a damaging aftershock → more Jolt kills feeding the fork. 1 Fragment slot.
FragmentsSpark of Ions · Spark of Discharge · Spark of ShockThe trace + Jolt economy: Arc/Jolt kills flood Ionic Traces, the grenade becomes a Jolt-delivery tool.
Exotic armourLiar's Handshake (Gauntlets)The close-range panic button: Cross Counter one-shots and heals when a melee unit closes, and that Arc melee kill re-arms the fork.
WeaponsSpecial with a champion stun + Heavy boss-killerTrinity Ghoul clears adds for free; the other two slots cover champions and bosses (e.g. a Barrier scout + an LMG or rocket).
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Melee 100 → Class 100+. Health is the dump — Combination Blow heals, Liar's heals 40 per counterpunch, Amplified adds DR and Flow State sustains it, so you do not need armour Health. Weapons 200 ramps the bow's per-arrow PvE damage so the fork one-shots a wider band of reds and oranges; Melee 100 keeps Combination Blow and the Liar's counterpunch online; Class feeds Gambler's refund.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2): Trace Evidence + The Thick Of It · Retinal Burn + Curative Orbs + Debilitating Wave · Arc Compounding + Conductive Cosmic Crystal

The Arc / Jolt / Blind economy this build already runs is exactly what this artifact rewards: Jolt and Blind kills feed Ionic Traces, the bow's precision shots blind whole packs, and Blind targets eat extra Arc damage — the fork hits harder while the traces reload your abilities. Champion answers ride the Special/Heavy slots, not this menu.

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 (8/10)Weapon Loader (faster reload) 3e
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.
Chest (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (3/10)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
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.

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: feeding the Restoration; Finisher loop). - **Anti-Champion:** No armour-slot stun exists; the build's 2/3/2 also omits the artifact's only champion mod (Kinetic Impacts; Unstoppable; Grenade-Launcher-gated). Coverage is Jolt (interrupts casts; pressures Overload) plus the other two weapon slots — bring a Barrier answer; an Unstoppable answer there.