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Last Stand — Mechaneer's Tricksleeves (Arc Hunter)

Crisis sidearm — low-health damage spike held open indefinitely

Anchor: Mechaneer's Tricksleeves · Subclass: Arcstrider · Role: Crisis sidearm — low-health damage spike held open indefinitely Sandbox: 9.7.0 · Created 2026-06-16

Most builds treat low health as the failure state. This one arms there. Dip into critically wounded, swap to a Sidearm — it reloads with a damage boost — then Sidearm final blows extend the buff past the point you heal back up. The whole design is staying alive in the danger window without healing out of it, which is exactly what Arc's Amplified does: ~15% DR and harder to hit, no health restored. You survive the spike instead of cancelling it.

Loadout

SlotPickWhy
SuperGathering StormOne-cast ranged jolt that primes Flow State → Amplified before the crisis even starts; cast-and-forget so it never pulls you off the Sidearm. (Arc Staff fine if you prefer a roam panic button.)
Class abilityGambler's DodgeMelee energy back near enemies (scaled by Melee stat) — refunds Combination Blow, your escape hatch when the crisis is over.
MovementTriple JumpAir control; the exotic boosts Sidearm airborne effectiveness, so you can fight from the air.
MeleeCombination BlowChained melee kills heal + refund dodge + stack damage. Used deliberately — see note 6; it's the bail-out, not the rotation.
GrenadeArcbolt GrenadeChains jolt to a clump → Flow State kills → Amplified. Low-commitment proc for the DR layer.
Aspect 1Flow State"Defeating a jolted target makes you amplified. While amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased." The Amplified engine.
Aspect 2Lethal Current"After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock. Damaging any jolted target with melee attacks also blinds them." Manufactures jolt for Flow State and blinds attackers (a no-heal panic defence in the crisis window).
Fragments (5)

Exotic — Mechaneer's Tricksleeves (Gauntlets)

Spring-Loaded Mounting: Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you're critically wounded, swapping to a Sidearm reloads it and increases its damage. While this effect is active, Sidearm final blows reload the weapon and extend the effect's duration.

The clause that makes the build is the last sentence. The damage buff is gated on becoming critically wounded (the swap arms it), but it is sustained on Sidearm final blows, which have no health requirement. So the buff outlives the crisis: get low → swap → kill with the Sidearm → the kill reloads it and pushes the timer out → keep killing → the buff rides at full health indefinitely. Exotic armour is Tier 5 in 9.7.0, so the gauntlets roll top-tier stats with no grind.

Why this works (the mechanics)

Weapons

The Sidearm is the payoff slot — it wants raw per-shot punch so the armed damage buff converts the crisis into a kill streak.

Stats & archetypes

This build wins by controlling its health, so Health is a real stat here, not a dump — but it's controlled upward via orbs, not passively. Targets: Weapons ~100+ (Sidearm/primary damage and reload — the payoff), Health ~100 (the orb-pickup heal that lets you exit the crisis cleanly; also flinch reduction), Melee ~100 (Gambler's refund + Combination Blow charge), then Class for dodge uptime.

Archetypes: Skirmisher (Melee/Weapons) and Gunner/Powerhouse (Weapons-primary) stack the payoff stats; Siegebreaker or a Bulwark piece tops Health to the orb-heal breakpoint. Mods: Sidearm Loader + Sidearm Scavenger, Arc Surge ×2 on boots (matching an Arc Sidearm), Orbs of Restoration (orb pickup → energy to least-charged ability), and a generous helping of Siphon mods so the kill streak makes the Orbs that Health stat wants. Special Ammo Finisher keeps the Sidearm fed.

Set bonus (optional)

House rule: set bonuses are garnish, never a driver — the build is complete without one. Everything above runs on the exotic + Arc subclass + fragments alone. If your rolls already carry the stats, a set whose 2pc/4pc rewards weapon final blows or Sidearm/Special handling reinforces the loop (a Suros-flavoured "reload/handling after dodge" set pairs with Gambler's Dodge). Confirm exact 2pc/4pc text against the manifest's ARMOR SET BONUSES section before committing — and only slot it if it costs you none of the stat targets above.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3eRapid 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 (6/10)Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Arc Resistance 1e fillReduces 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 Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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 (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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).

The loop