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.
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.
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.
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.
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.
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.
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.
Updated 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.
Established 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.
Arc-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
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 / tier
Perk
Trigger / practical effect
1 / T1
Kinetic Synthesis
Sustained Kinetic damage and rapid defeats can create an ammo pickup for Kinetic weapons and ammo progress; not a guaranteed brick per kill.
2 / T1
Press the Advantage
Breaking an enemy shield improves weapon handling, stability, and reload; it does not mean breaking your own shield.
3 / T1
Fierce Proxemics
Finisher defeats return grenade and melee energy. Only finish when approaching the target is safe.
4 / T2
Dielectric
Defeat Arc-debuffed enemies for Bolt Charge; rapid qualifying defeats also produce an Orb and a small heal.
5 / T2
Counter Energy
Your own or a fireteam member's Champion stun returns energy to your least-charged ability.
6 / T3
Elemental Orbs: Arc
Arc weapon defeats can create throwable/shootable Arc orbs that explode and Jolt. These are not ordinary Orbs of Power.
7 / T3
Kinetic Rupture
Kinetic 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.
Matching weapon multikills generate Orbs; Finder helps supply Delicate Tomb.
Arms
Firepower 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.
Match real incoming damage. Adjust range/element resistance rather than treating amplified as an always-on defensive buff.
Legs
Arc 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 item
Bomber 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.