Shift across the room, leave a Strand clone soaking the aggro, dump a full Wardcliff volley into the pack, then shift again to reload everything and stack the Arc buff higher. Mask of Bakris turns every dodge into a teleport that supercharges your Arc guns, the Queensfoil Censer loops your Armor Charges straight back into the rocket, and four separate damage-resist layers keep you standing in -50 content. It never stops moving and it never stops shooting.
The exotic
This is a legal dual-exotic loadout: one exotic armour piece plus one exotic weapon.
Mask of Bakris (Helmet) — Light Shift: While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy.
The Wardcliff Coil (Rocket Launcher) — Mad Scientist: This weapon fires a volley of rockets and grants Bolt Charge to all nearby allies for every other rocket that it fires.
Silence and Squall is a Stasis Super, so it satisfies Bakris's "Stasis or Arc Super equipped" clause and your Marksman's Dodge becomes Light Shift — a ~10 m teleport that renders you invisible and invulnerable for the animation. Each shift grants a stack of Light Shift (10/21/33% increased Arc and Stasis weapon damage at 1/2/3 stacks, 11 s, max 3 — Clarity). While the buff is up, weapon kills refund class-ability energy, so shifting pays for the next shift. The Wardcliff Coil is an Arc rocket, so it rides that buff in full: one trigger pull throws a multi-warhead volley that flattens a pack and drips Bolt Charge to the fireteam. Bakris makes the volley hit far above its tier; the class-ability refund keeps the whole loop turning.
Loadout
Slot
Pick
Why
Subclass
Prismatic
Native access to Threaded Specter, Stylish Executioner and the Facet fragments in one kit.
Super
Silence and Squall
Stasis Super — required to enable Bakris's Light Shift, and it seeds Frost Armor via Facet of Purpose.
Class ability
Marksman's Dodge
Reloads all three weapons and scoops nearby ammo; with Bakris it becomes the long-range cloaking shift.
Movement
Flex (Strafe Jump)
Not load-bearing; pick the jump you steer best with between shifts.
Melee
Flex
Not load-bearing — player choice; melee is not part of the damage loop.
Grenade
Flex (stat-stacked)
Push the grenade stat so the Prismatic grenade returns fast for Transcendence uptime.
Aspect 1
Threaded Specter
Each dodge drops a Strand decoy that pulls aggro and detonates into Threadlings — built-in DR while you set up the volley.
-50: Executioner for on-demand invis between shifts; -30 or lower: Gunpowder Gamble for a free Solar ignition off multikills.
Fragments
Protection · Purpose · Courage · flex
DR while surrounded, Orb→Frost Armor, more Darkness-debuff damage, plus stat fillers.
Exotic armour
Mask of Bakris (Helmet)
The engine — dodge becomes a shift that stacks Arc weapon damage and refunds class ability on kills.
Weapons
Wardcliff Coil (Heavy) · Festival Flight or any Strand GL w/ Slice (Energy) · flex Kinetic primary
Arc rocket is the DPS; the Strand GL feeds sever→unravel→Woven Mail; Kinetic is a free slot.
Fragments
Facet of ProtectionDR while surrounded, more in Transcendence
Facet of PurposeOrb pickup → Frost Armor with a Stasis Super
Facet of CourageArc/Solar/Void abilities hit Darkness-debuffed targets harder
+ flex stat fragments to hit the stat plan
Why it works (the mechanics)
The shift pays for itself. Light Shift disables passive class-ability regen but grants ~50% class-ability energy on each weapon kill while active (Clarity). A single Wardcliff volley racks up enough kills to refund most of Marksman's Dodge, so you shift → kill → shift with almost no downtime, and each shift refreshes and stacks the damage buff before the 11 s window drops.
Layered multipliers land on one rocket. The Wardcliff volley is boosted by Light Shift (up to +33% Arc at x3), 2× Arc Weapon Surge from the boots, the 200 Weapons stat, and the artifact's Argent Ordnance (spend one Armor Charge per rocket for bonus damage) and Anti-Champion Nosecone (rockets deal increased damage to Champions). Those stack multiplicatively, which is why one volley deletes a Champion in lower-tier content.
The Armor-Charge loop is net-positive.Blast Radius grants Armor Charge on rapid Rocket/GL final blows; Argent Ordnance spends one charge per rocket fired. Because a volley kills several targets at once, you bank charges faster than the rocket burns them, giving effectively permanent Argent Ordnance uptime.
Damage resistance is stacked, not single-source. Threaded Specter's decoy eats aggro, Facet of Protection reduces incoming damage while surrounded, Facet of Purpose + Stasis-Super orbs grant Frost Armor, To Shreds drops Woven Mail hotspots off severed kills, and Light Shift makes you invulnerable mid-shift. In -30 or lower the decoy alone means little shoots you.
The Strand GL closes a second loop. A Strand GL with Slice severs on dodge; To Shreds then unravels the severed pack and grants Woven Mail, while Unraveling Orbs gives your Strand weapon Unravelling Rounds off the orbs you flood. Facet of Courage then pays a bonus on Prismatic abilities into those Darkness-debuffed targets.
Bolt Charge is free chip. Mad Scientist grants Bolt Charge to nearby allies for every other rocket the Wardcliff fires — passive lightning damage you never aimed, layered on top of the volley's direct hits.
Stats & mods
Weapons 200 → Class → Super. 200 Weapons is the hard requirement (the ammo-brick and damage engine); after that push Class to ~100 so Marksman's Dodge returns in a couple of kills (Bakris refunds the rest), then Super, then Grenade as a Prismatic luxury. Health and Melee are the dump stats. Archetype lean: any Weapons-primary armour set; no set bonus is required — the heavy economy comes from the Weapons stat and mods, not a 4-piece.
Mods:
Boots: Arc Weapon Surge ×2 (Wardcliff damage) + Arc Scavenger (reserves on Arc ammo pickup).
Arms: Grenade Font ×2 (grenade stat) + Momentum Transfer (grenade hit → melee energy) — all flex, Prismatic-grenade focused.
Chest: an elemental Resist mod to taste + 2× Arc ammo/reserve mods for the Wardcliff.
Class item: Powerful Attraction (vacuum Orbs on dodge) + Reaper (Orb on the kill after a dodge) + Class Font.
Surge: Arc Weapon Surge ×2 on the boots — the Wardcliff's element.
Anti-Champion: artifact Anti-Champion Nosecone (rocket damage vs Champions) + Revitalizing Blast (stun → ignite); the artifact does the Champion work, not the subclass.
Blast Radius (T1) and Argent Ordnance (T3) are the Armor-Charge rocket loop: Blast Radius mints charges on rapid Rocket/GL kills, Argent Ordnance spends one per rocket for bonus damage. A volley refunds more than it costs.
Anti-Champion Nosecone (T2) is the build's whole Champion answer — rockets deal increased damage to Champions, so the Wardcliff volley breaks them with no subclass verb needed.
Revitalizing Blast (T2) makes stunning a Champion ignite it and clears your shield stun — extra burst plus a survival panic button on the same trigger.
Unraveling Orbs (T2) grants your Strand weapon Unravelling Rounds off the orbs you flood, feeding the sever→unravel chain that To Shreds (T3) completes into Woven Mail.
Armorsmith (T1) is the flex survivability pick — DR and melee damage on shield breaks — and keeps the count a clean 2/3/2.
Narrator's alt was Fever And Chill (T1, Solar→Radiant) over Unraveling Orbs, but that stacks three mods in Tier 1 (over the pick-2 limit); Unraveling Orbs keeps it legal and synergises harder.
Where it shines
Add-dense GM and -50 endgame: the shift-volley loop clears packs faster than they spawn while the DR layers and the decoy keep you alive; Stylish Executioner gives on-demand invis resets.
Lower-tier farming (-30 and below): Gunpowder Gamble for extra burst, the decoy tanks everything, and one volley one-shots most red-bars and Champions.
Champion coverage: breaks Champions through the artifact, not the kit — Anti-Champion Nosecone + Revitalizing Blast (stun → ignite) let the Wardcliff volley delete any Champion type. The Wardcliff itself has no intrinsic breaker, so the anti-Champion mods are mandatory, not optional.
Not a boss-DPS build: the Wardcliff is an add/Champion engine — bring a dedicated boss-DPS heavy for damage phases (see Verify).
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Strand Siphon1efill
Rapid Strand weapon final blows create Orbs 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 (5/10)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (6/10)
Strand Resistance2efill
Reduces incoming Strand 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 Scavenger1e
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
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). Flex/loadout-dependent: not the subclass.