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Arc

Deflector — Blight Ranger (Arc Hunter)

Reflect-tank Arc Staff — guard to eat incoming fire for free Super, then cancel for a blinding burst and an Arc-weapon damage window
Blight Ranger on light.gg
Your gear best achievable Super 107 / 150 target — 43 short
Health 68 · Melee 54 · Grenade 24 · Super 107 · Class 20 · Weapons 62 · armour only; stat mods + fragments add more

Centerpiece: Blight Ranger (Helmet) · Subclass: Arcstrider · Role: Reflect-tank Arc Staff — guard to eat incoming fire for free Super, then cancel for a blinding burst and an Arc-weapon damage window Sandbox: 9.7.0 · Updated 2026-07-03

Arc Staff has a guard most players never press. Blight Ranger makes that guard the whole point: hold it up, reflect incoming fire back for free Super energy, bank every reflected hit, then cancel the Super early for a blinding burst and a temporary Arc-weapon damage buff. It is a reflect-tank that trades roaming uptime for a deliberate panic-button-into-DPS-window. Niche — it wants something shooting at you — but under heavy fire it is the only staff that gets stronger the harder the room hits back.

The exotic

Voltaic Mirror: Guarding with your Arc Staff does not consume extra Super energy. [Super]: Cancel Arc Staff early, temporarily increasing Arc weapon damage and creating a blinding burst. Reflected attacks increase the damage of the burst, extend your Super, and deal additional damage.

Two halves, and the second is what makes the build. First, the guard is free: normally raising the staff's block drains Super fast, but Blight Ranger removes that extra drain so you can hold the block and tank/reflect for far longer without the Super evaporating. While you guard, reflected projectiles deal 400% increased damage and refund Super energy. Second, the cancel is the payoff. End the staff early and you get a blinding explosion in a 10 m radius plus four stacks of Arc Weapon Surge for 21 seconds — your CC and your DPS window in one press. Every projectile you reflected while guarding scales the blast's damage (roughly 675 up to 2,700), so heavy incoming fire literally charges your finisher. Cancelling also preserves 50–75% of unspent Super, so the reflect-tank window is never wasted.

Loadout

SlotPickWhy
SubclassArcstriderThe whole kit — jolt, Amplified, blind — feeds and is fed by the Arc Staff guard/cancel loop.
SuperArc StaffMandatory — Blight Ranger's Voltaic Mirror only functions on the staff's guard and early cancel.
Class abilityGambler's DodgeRefunds melee (1% per Melee stat point, doubled within 15 m) for the Lethal Current jolt loop between Supers.
MovementTriple JumpAir control to reposition while guarding and to line up the burst.
MeleeCombination BlowRamping x3 melee plus heal-on-kill; dodge resets it — the neutral-game engine.
GrenadePulse GrenadeLingering Arc damage that jolts with Spark of Shock; a flex jolt applicator.
Aspect 1Lethal CurrentDodge then melee jolts, adds a damaging aftershock, and blinds any jolted target it hits.
Aspect 2Flow StateDefeating a jolted target makes you Amplified (faster dodge, damage resistance while dodging, faster reload).
FragmentsIons · Resistance · Shock · Amplitude · BeaconsIonic Trace economy, tank durability, grenade jolt, Orb generation, and a second blind source.
Exotic armourBlight Ranger (Helmet)Free guard plus the blinding-burst-into-Arc-weapon-buff cancel — the centrepiece.
WeaponsArc primary (Voltshot) · Arc Special or HeavyArc guns eat the post-cancel Arc Weapon Surge; Voltshot keeps jolt rolling for Flow State and Spark of Ions.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Class → Health. This build wants its Super up — the whole identity is the Arc Staff guard/cancel, so more Super uptime means more reflect-tank windows. Class feeds Gambler's Dodge (the melee-refund engine driving the neutral jolt loop). Health is genuinely useful here, not a dump: you spend the Super standing in fire, so damage resistance and flinch reduction matter on a tank. Archetype lean: Paragon (Super/Melee) pieces with a Bulwark (Health-leaning) piece or two to keep Health respectable.

Mods:

Artifact — NPA Repulsion Regulator

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid 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)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Arc Resistance 1eReduces 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 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.
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 (5/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Bomber 1eReduces grenade cooldown when using your class ability.
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).