+   Fireteam Fieldnotes
DESTINY 2 / 2026 EDITION
Build 08 · Arc Warlock · PvE
Stormcaller / Solo + Group / DPS & All-round

Close the circuit.
Release the storm.

Build an Ionic Trace engine, deploy an Ionic Sentry, and turn successful combat into another Geomag-powered Chaos Reach.

GEOMAG STABILIZERSDELICATE TOMB4× EXODUS DOWN
Circuit Breaker / ARC 008
A lightning bolt inside an open electrical circuit

Traces in. Chaos out.

Electrostatic Mind · Ionic Sentry
Blind · Bolt Charge · Extended Chaos Reach

Your jobAbility pressure & control
SuperChaos Reach
Exotic armorGeomag Stabilizers
Exotic weaponDelicate Tomb
01 /

A meta core, adapted to your armor rule.

Convert kills into ability momentum.

Delicate Tomb and Electrostatic Mind create Ionic Traces through their qualifying events. Traces fuel abilities and make you amplified through the aspect. Geomag Stabilizers additionally turn trace collection into Chaos Reach energy and extend the beam when it damages targets.

Ionic Sentry provides periodic chain lightning, initial-impact Blind, and Bolt Charge. That adds damage and control while your weapons keep working.

Strong roaming pressure, not an infinite boss loop.

This is an Exodus Down adaptation of the current Geomag / Infinite Chaos recommendation. That source's full version requires Luminopotent armor and specific artifact perks. Those are not part of this guide.

Expect good add-driven Super recovery, not a guaranteed Super every few seconds. No Devour is equipped: Healing Rift, Orb healing, cover, and Exodus Down carry your recovery.

02 /

Keep the circuit moving.

  1. Establish a safe lane.

    Start with the Kinetic primary and use Storm Grenade on a pack. Qualifying Kinetic/Arc weapon and Arc ability defeats charge the Sentry; Arc ability defeats also feed Electrostatic Mind.

  2. Deploy the charged Sentry.

    When its meter is ready, use the displayed grenade-input command to place it where enemies will remain in range. Its initial Blind and chain hits help control the lane. It is not an Arc Soul.

  3. Use Delicate Tomb selectively.

    Finish suitable enemies with the fusion. Its weapon final blows can create traces, with guaranteed traces from qualifying powerful foes; amplified Arc Special final blows also trigger Beacons' blinding explosion.

  4. Collect traces and Orbs.

    Let traces reach you and collect Orbs safely. They are different pickups: traces support ability/Super energy; Orbs support the Armor Charge, healing, and mod engine.

  5. Rift before you are trapped.

    Hold a useful Healing Rift position, gather nearby Orbs through Powerful Attraction, then score the Reaper weapon kill. Do not assume amplified alone makes you damage-resistant.

  6. Beam a worthwhile target.

    Use Chaos Reach when you can maintain contact from a safe angle. Geomag rewards hits; a beam into cover wastes time. Cancel early if necessary, then return to weapon damage.

Avoid spending all Special ammo on weak stragglers. An isolated boss supplies fewer trace-generating defeats; use the Heavy and do not wait for an imaginary infinite recharge loop.

03 /

Stormcaller setup.

Abilities

Super
Chaos ReachChanneled Arc beam; sustained damage creates a jolting strike. Geomag extends duration through damage and adds trace-driven Super recovery.
Class
Healing RiftYour planned healing position and class-mod trigger.
Grenade
Storm GrenadeArea damage. The separately charged Ionic Sentry is deployed through the aspect's grenade-input command when ready.
Melee
Chain LightningJolts the target and chains to nearby enemies; amplified adds chains. Use only when the approach is safe.
Jump
Burst GlideSwap to Strafe Glide if its control suits you better.

Electrostatic Mind + Ionic Sentry

Electrostatic Mind / 2 slots: Arc ability defeats and defeats of jolted or blinded targets create Ionic Traces. Collecting a trace makes you amplified.

Ionic Sentry / 2 slots: Kinetic/Arc weapon and Arc ability defeats charge the deployable turret. Initial impact blinds, chain-lightning hits grant Bolt Charge, and its damage scales with the enhanced Grenade-stat benefit.

Four fragments fit the linked current aspect entries. The roundup lists five; this guide deliberately uses four rather than exceeding those entries' capacity. Verify your live HUD after patches. No Arc Soul aspect is equipped.

01 / Defense

Spark of Resistance

Damage resistance while surrounded by combatants. +10 Melee. Conditional defense, not permission to rush into every pack.

02 / Traces

Spark of Ions

Defeating a jolted target or defeating a target with Bolt Charge creates an Ionic Trace. Observe proc limits; overlapping trace sources do not guarantee one trace per source on every kill.

03 / Weapon engine

Spark of Discharge

Arc weapon defeats can create Ionic Traces; trace collection grants a Bolt Charge stack. -10 Melee. Complements Delicate Tomb and the Arc Heavy.

04 / Control

Spark of Beacons

While amplified, Arc Special or Heavy weapon final blows create a blinding explosion. Delicate Tomb qualifies; your Kinetic primary does not.

04 /

The beam engine and four set pieces.

Exotic armor / Legs

Geomag Stabilizers

Close Enough: Chaos Reach damage extends its duration; collecting Ionic Traces grants Chaos Reach energy. Sprinting while near maximum Bolt Charge grants stacks over time.

That sprint clause concerns Bolt Charge, not the old sprint-to-top-off-Super behavior. This Exotic does not grant Fallen Sunstar's teammate ability energy.

Exotic weapon / Energy

Delicate Tomb

Arc Special fusion rifle. Hip-fire has a wide horizontal spread. Weapon final blows can generate Ionic Traces; qualifying powerful enemies guarantee them.

Ionic Interment catalyst: Collecting a trace partially reloads the magazine from reserves. Helpful, not required for the armor/aspect engine, and not free ammunition. Available through the Tower's Exotic Archive according to the linked item entry.

SlotArmorJob
HelmetExodus Down HoodLegendary · piece 1Siphons and ammo support.
ArmsExodus Down GlovesLegendary · piece 2Grenade-to-Orb and class-energy utility.
ChestExodus Down RobesLegendary · piece 3Encounter resistance mods.
LegsGeomag StabilizersExoticChaos Reach engine and Arc surge.
Class itemExodus Down BondLegendary · piece 4Completes both set bonuses and the Rift/Orb loop.

Three Legendary choices.

Weapon / slotPerk pairRole
Blast Furnace (refreshed)Kinetic · Kinetic slot · Primary pulseKinetic Tremors + Chaos ReshapedUpdated 2026 roll for sustained primary fire and Sentry charge from qualifying defeats. Source lists Arena Ops. Use the refreshed pool, not an assumed legacy roll.
Midnight Coup (BRAVE)Kinetic · Kinetic slot · Primary hand cannonExplosive Payload + One for AllEstablished build-fit alternative from Onslaught's BRAVE pool. One for All rewards hitting multiple targets. Replaces Blast Furnace; does not provide Arc Beacons final blows.
Bitter/SweetArc · Heavy · grenade launcherEnvious Arsenal + Bait and SwitchArc-matched established damage-rotation Heavy. Damage with the other weapons to activate the rotation; fire from safe spacing. Originally a Revenant weapon; check live acquisition rather than assuming its old activity remains available.

Equip Blast Furnace + Delicate Tomb + Bitter/Sweet. Swap only Blast Furnace for Midnight Coup. Keep Kinetic/Arc Siphons and Arc Weapon Surge. The Legendary choices mix a refreshed 2026 roll with established build-fit options; this is not a verified live weapon-usage ranking.

Stats / Practical 0–200 targets.

150 Grenade / 100 Class / 50 Melee / 100 Super. A 400-point planning spread across your focus stats. Grenade supports the Sentry's explicitly stated damage scaling; Super supports the beam-focused role without sacrificing the whole neutral game.

Grenade / Sentry150 / 200Recharge foundation and Sentry damage investment.150 / 200
0100200
Class / Recovery100 / 200Healing Rift availability.100 / 200
0100200
Melee / Utility50 / 200Backup Jolt, not mandatory close-range spam.50 / 200
0100200
Super / Chaos Reach100 / 200Complement trace-driven recovery.100 / 200
0100200

Final totals include fragments: Resistance +10 Melee and Discharge -10 Melee cancel. Preserve Health, Weapons, resistance mods, and all four set pieces; these are planning targets, not computed inventory totals.

05 /

Artifact / Encrypted Data Disk.

Monument of Triumph / reviewed 24 October 2026. The Kinetic-primary/Arc-fusion plan: Blast Furnace or Midnight Coup supplies Kinetic utility; Delicate Tomb and the Arc kit feed Arc-debuff defeats and Arc orbs. Champion energy and safe finishers help abilities without claiming the source build's infinite Super behavior.

Slot / tierPerkTrigger / practical effect
1 / T1Kinetic SynthesisSustained Kinetic damage and rapid defeats can create an ammo pickup for Kinetic weapons and ammo progress; not a guaranteed brick per kill.
2 / T1Press the AdvantageBreaking an enemy shield improves weapon handling, stability, and reload; it does not mean breaking your own shield.
3 / T1Fierce ProxemicsFinisher defeats return grenade and melee energy. Only finish when approaching the target is safe.
4 / T2DielectricDefeat Arc-debuffed enemies for Bolt Charge; rapid qualifying defeats also produce an Orb and a small heal.
5 / T2Counter EnergyYour own or a fireteam member's Champion stun returns energy to your least-charged ability.
6 / T3Elemental Orbs: ArcArc weapon defeats can create throwable/shootable Arc orbs that explode and Jolt. These are not ordinary Orbs of Power.
7 / T3Kinetic RuptureKinetic damage against powerful enemies can create a shootable rupture; its detonation provides an Unstoppable option, not instant stuns on every hit.

Fit and limits.

Dielectric needs an Arc debuff on the defeated enemy, not just Arc damage. Arc elemental orbs are separate from Siphon Orbs. Do not deliberately enter lethal range for finisher energy.

Champion plan.

Jolt can handle Overloads and Arc Blind can handle Unstoppables under their conditions. Kinetic Rupture adds setup-dependent Unstoppable utility. Bring a real Barrier answer.

Check the activity's required types and your current in-game counter tooltips. No old seasonal auto/pulse/hand-cannon perk is assumed just because it existed in the original artifact.

Alternative direction: Tablet of Ruin emphasizes Particle Reconstruction for Delicate Tomb, Flashover for Bolt Charge, and Limit Break for amplified Chaos Reach. Rebuild the seven rather than stacking both artifacts.

Sources: GameRant / seven refreshed artifact pools (19 June 2026) and Bungie Help / Adjust the Artifact (seven total perks). Select the current in-game versions if wording differs; these are build-fit recommendations, not measured damage rankings or duplicate-perk stacking exploits.

06 /

Armor mods: recovery and charge cycling.

SlotModsPurpose
HelmetArc Siphon
Kinetic Siphon
Special Ammo Finder
Matching weapon multikills generate Orbs; Finder helps supply Delicate Tomb.
ArmsFirepower
Bolstering Detonation
Qualifying grenade final blows make Orbs; grenade damage supports Rift energy. Storm Grenade is the clear intended trigger. Do not assume every Sentry, Jolt, or Bolt Charge kill has grenade attribution.
ChestConcussive Dampener
2× encounter-matched resistances
Match real incoming damage. Adjust range/element resistance rather than treating amplified as an always-on defensive buff.
LegsArc Weapon Surge
Recuperation
Innervation
Arc weapon damage, Orb healing, and grenade energy. Surge affects Delicate Tomb and Bitter/Sweet, not Chaos Reach or Sentry.
Class itemBomber
Powerful Attraction
Reaper
Rift use returns grenade energy and gathers nearby Orbs; the next weapon final blow makes a Reaper Orb.
GO /

Before you close the circuit.

Ticks are for this open page only and are not saved. This build does not promise the source's alternate-set/seasonal infinite loop.

REF /

Sources & live checks.

Prepared 23 October 2026. The linked build recommendation supports the archetype, not an untested exact performance threshold for this Exodus Down adaptation. Current item text takes priority over older guides.