The aggression element. Arc rewards speed and chaining — get Amplified, run targets down, slap Jolt on a pack and watch the lightning bounce while Ionic Traces refund your kit. One element, all three classes — this page is the cross-class map; per-class full builds live in the class guides. Built on the Monument baseline, Destiny 2's final content sandbox; these are settled recommendations, not a rotating tier list.
Arc is momentum: chain-damage that disorients the room and keeps you moving fast — get Amplified, apply Jolt so lightning chains between targets, and harvest Ionic Traces to never stop throwing abilities.
Three jobs, run in a loop:
Several pre-9.7.0 assumptions are dead. Treat anything older as suspect:
Jolt is a chaining damage debuff. You don't kill targets one at a time — you Jolt a cluster and let bolts arc between bodies. Abilities and Voltshot/jolt weapons all apply it.
Arc is the tempo element. Amplified makes you faster and slicker; Blind buys space by shutting an enemy down. You play forward — close distance and overwhelm before they react.
Ionic Traces are the fuel. Pickups streak in and dump ability energy, so the neutral game funds itself — and Bolt Charge adds a second, newer reservoir that pays out as lightning.
Every Arc build is a sentence built from these words. Learn the verbs and the fragment/aspect text reads itself.
A debuff: a jolted target that takes any damage releases chain lightning to nearby enemies, dealing extra damage over time. The core Arc damage verb — applied by abilities and jolt weapons.
An AoE crowd-control: blinded enemies have their HUD stripped, can't fire, and stumble disoriented. Buys you space and stuns Unstoppable Champions. The Arc "stop shooting me" button.
A timed movement and weapon-handling buff — faster sprint, slide, reload and ready speed. Earned by rapid Arc kills. Your "go faster" state; many fragments key off being Amplified.
A streak of energy spawned by Arc kills/ability hits. It travels to you automatically and dumps ability energy across your grenade, melee and class slots. The fuel that closes the loop.
Newer verb. A stacking charge (max 10) built by specific aspects, exotics and rapid Arc play; at full stacks your next hit discharges as a lightning strike on that target. A second damage reservoir layered over the classic kit. Newer than original Arc 3.0.
Not a buff per se but worth flagging: aspects spawn a turret-like Arc Soul or roaming spark that adds free DPS and uptime. The clearest example that Arc rewards aggression — extra damage just for being in the fight.
Same element, three identities. Each leans on a different verb. The names below are the shape; your two Aspects decide how many fragment slots you get.
The chain-lightning controller. Stormtrance is the roaming lightning channel; Chaos Reach is a cancellable beam for boss DPS. Signature aspects: Arc Soul (spawn a turret that auto-shocks) and Lightning Surge (slide-melee blink that jolts everything around you).
Identity is the Rift — Stormcaller builds spend and refund class-ability energy, dropping Rifts that buff Arc Souls and keep Ionic Traces flowing. The reliable add-control pick.
The shoulder-charge bruiser. Fists of Havoc is a roaming ground-pound super; Thundercrash is a one-shot flying body-slam for burst DPS. Signature aspects: Touch of Thunder (supercharged Arc grenades, incl. Storm grenade) and Knockout (wounding or shield-breaking empowers your melee; melee kills heal and Amplify you).
Melees define the loop: Thunderclap (charge-up ranged punch) and Seismic Strike (a Seismic shoulder-charge that blinds). Touch of Thunder supercharges Arc grenades — its Lightning Grenade builds Bolt Charge, while the Storm grenade becomes a roaming thundercloud that chases targets.
The melee duelist. Arc Staff is the spinning roaming super; Gathering Storm throws a staff that stakes the ground and jolts everything around it — strong burst/DPS. Signature aspects: Lethal Current (dodge empowers your melee to blind & jolt) and Flow State (jolt kills make you Amplified with faster everything).
The neutral hook is Combination Blow — chain melee kills to stack damage and refund dodge, looping melee-dodge-melee. Pair with Liar's Handshake (huge counter-punch) or Assassin's Cowl (melee/finisher kills grant invis + heal).
Arc fragments are all Sparks. Your two equipped Aspects set how many fragment slots you get, and many Sparks carry a stat bonus or penalty — so picking fragments is also picking stats. Below are the staples.
An Arc build is never carried by the exotic alone — the loop only closes when stats, mods and fragments push the same way. The full stat math lives in Armor 3.0 and the wiring walkthrough in Buildcrafting; here's the Arc-specific shape.
Set armor mods before tuning stats — a lot of the loop lives here:
Translate the loop into the 9.7.0 stat system:
A starter Arc build for each class — super → aspects → fragments → exotic → armor archetype → weapons. Full versions live in each class guide.
The builds above are starters, not the only answers. A few class exotics define their own Arc loops — pick by what the activity needs.
Crown of Tempests — Arc ability kills stack escalating ability regen and extend Stormtrance; the classic chain-lightning engine. Geomag Stabilizers tops off and extends Chaos Reach. Crown for neutral spam, Geomag for the beam.
Cuirass of the Falling Star — supercharges Thundercrash for top-tier burst DPS. Heart of Inmost Light / HoIL for relentless ability uptime; An Insurmountable Skullfort for melee-kill healing loops. Cuirass leans burst, HoIL leans neutral.
Liar's Handshake — a counter-punch melee that hits massively and heals. Assassin's Cowl — melee/finisher kills grant invisibility + heal, a near-unkillable solo loop. Liar's for damage, Cowl for survival.
Every Arc build, stripped to its skeleton, is the same chained cycle. Get fast, jolt, harvest fuel, build the charge, discharge, repeat. The diagram is the whole element on one page.
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