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
Slot
Pick
Why
Subclass
Arcstrider
The whole kit — jolt, Amplified, blind — feeds and is fed by the Arc Staff guard/cancel loop.
Super
Arc Staff
Mandatory — Blight Ranger's Voltaic Mirror only functions on the staff's guard and early cancel.
Class ability
Gambler's Dodge
Refunds melee (1% per Melee stat point, doubled within 15 m) for the Lethal Current jolt loop between Supers.
Movement
Triple Jump
Air control to reposition while guarding and to line up the burst.
Melee
Combination Blow
Ramping x3 melee plus heal-on-kill; dodge resets it — the neutral-game engine.
Grenade
Pulse Grenade
Lingering Arc damage that jolts with Spark of Shock; a flex jolt applicator.
Aspect 1
Lethal Current
Dodge then melee jolts, adds a damaging aftershock, and blinds any jolted target it hits.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified (faster dodge, damage resistance while dodging, faster reload).
Fragments
Ions · Resistance · Shock · Amplitude · Beacons
Ionic Trace economy, tank durability, grenade jolt, Orb generation, and a second blind source.
Exotic armour
Blight Ranger (Helmet)
Free guard plus the blinding-burst-into-Arc-weapon-buff cancel — the centrepiece.
Weapons
Arc primary (Voltshot) · Arc Special or Heavy
Arc guns eat the post-cancel Arc Weapon Surge; Voltshot keeps jolt rolling for Flow State and Spark of Ions.
Fragments
Spark of Ions · Spark of Resistance · Spark of Shock · Spark of Amplitude · Spark of Beacons
Why it works (the mechanics)
Free guard turns the Super into a reflect-tank, not a clock. Without Blight Ranger, guarding burns Super and you would never hold it. With it, blocking consumes no Super energy, so you can stand in a firefight, face the threat, and reflect indefinitely. The more they shoot, the more reflected hits you bank.
Reflected fire is a three-way scaler that also refunds Super. Each reflected projectile deals 400% increased damage, refunds Super energy while you block, and adds to the blinding burst — which scales from about 675 to 2,700 damage based on the number of projectiles reflected. Heavy incoming fire simultaneously keeps the Super alive and charges the finisher.
The cancel is a burst-DPS button, not just an exit. Cancelling early triggers the 10 m blinding explosion (every nearby combatant blinded — they stop shooting and cannot track) and grants four stacks of Arc Weapon Surge for 21 seconds. That is a clean sequence: tank the room, blind the room, swap to your Arc gun and dump into a blinded pack while the surge is live.
Blind is layered three ways so the CC never gaps. The exotic burst blinds; Lethal Current blinds any jolted target your dodge-melee hits; Spark of Beacons adds a blinding explosion on Amplified Arc Special/Heavy final blows. Blind is the build's defensive verb — how a reflect-tank survives the next wave after the burst.
The neutral game is a self-sufficient Arc jolt loop, so you are never just waiting on Super. Dodge, Lethal Current punch (jolts and blinds), kill a jolted target, Flow State makes you Amplified (damage resistance plus faster dodge), Spark of Ions spawns an Ionic Trace, ability energy returns, repeat. Combination Blow ramps and heals through it while you rebuild Super.
Amplified is the connective tissue. Flow State grants it, Spark of Amplitude turns Amplified rapid kills into Orbs, Spark of Beacons keys off it for blind, and the artifact extends it — so the state that starts as a reload buff becomes the trigger for half the kit.
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.
Amped Up keeps you Amplified longer — extends the state Flow State, Spark of Beacons and Spark of Amplitude all lean on.
Thunderous Retort grants bonus Arc Super damage when cast while Amplified; enter Amplified before casting Arc Staff and the reflect-tank Super hits harder.
Counter Charge turns Champion stuns into a stack of Armor Charge, feeding the boots' Arc Weapon Surge x2.
Targeting Autoloader reloads and buffs your Auto Rifle on kills — the Voltshot neutral primary.
Overload Grenades adds artifact Overload coverage (Arc grenades disrupt) on top of the jolt loop.
Shock and Awe makes Amplified Arc final blows summon a jolting lightning burst — pays off the post-cancel window and refills the jolt loop; Squad Goals spreads Amplified to allies on an Amplified finisher.
Where it shines
Heavy incoming fire — defending a plate, standing in a swarm, or a boss DPS phase with adds; the reflect mechanic needs bullets to charge the burst, so this is its home content.
Scheduled burst windows — the tank-then-blind-then-surge sequence is a deliberate panic-button that clears a pack and opens a clean Arc-weapon DPS window.
Champion coverage: jolt (Lethal Current, Voltshot, Spark of Shock grenade, Shock and Awe) plus artifact Overload Grenades cover Overload; bring weapon archetypes for Barrier/Unstoppable. Blind also peels elites long enough to reposition.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Chest (5/10)
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your 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)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly 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).