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Arc

Last Stand — Mechaneer's Tricksleeves (Arc Hunter)

Crisis Sidearm — a low-health damage spike armed by the danger window and held open indefinitely
Mechaneer's Tricksleeves on light.gg
Your gear best achievable Weapons 151 / 100 target — gear ready
Health 34 · Melee 40 · Grenade 66 · Super 23 · Class 48 · Weapons 151 · armour only; stat mods + fragments add more

Centerpiece: Mechaneer's Tricksleeves (Gauntlets) · Subclass: Arcstrider · Role: Crisis Sidearm — a low-health damage spike armed by the danger window and held open indefinitely Sandbox: 9.7.0 · Updated 2026-07-03

Most builds treat low health as the failure state. This one arms there. Dip into critically wounded, swap to a Sidearm — the swap reloads it and lights a damage buff — then Sidearm final blows keep the buff alive 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 gives you: damage reduction and a harder-to-hit profile with no health restored. You survive the spike instead of cancelling it.

The exotic

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 builds this 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 carry no health requirement. So the buff outlives the crisis: get low, swap, kill with the Sidearm, and each kill reloads the mag and pushes the timer out, letting the buff ride at full health indefinitely. Clarity's community data pins the buff at 100% increased Sidearm damage in PvE (10% in PvP), passive +50 Airborne Effectiveness / +100 Handling / +100 Reload Speed, and a duration that runs until your shields fully recharge, then a trailing 5 seconds. Exotic armour is Tier 5 in 9.7.0, so the gauntlets roll top-tier stats with no grind.

Loadout

SlotPickWhy
SubclassArcstriderArc is the one subclass whose strong defensive verb (Amplified) restores no health, so it can't heal you out of the exotic's critically-wounded trigger.
SuperGathering StormOne-cast ranged jolt that primes Flow State → Amplified before the crisis even starts, and it's cast-and-forget so it never pulls you off the Sidearm.
Class abilityGambler's DodgeRefunds melee energy near enemies (scaled by Melee), giving back Combination Blow — the escape hatch once the crisis is over.
MovementTriple JumpAir control; the exotic boosts Sidearm airborne effectiveness, so you can trade from the air while low.
MeleeCombination BlowChained melee kills heal, refund dodge, and stack melee damage — used deliberately as the bail-out, not the rotation (see note 5).
GrenadeArcbolt GrenadeChains jolt across a clump → a Flow State kill → Amplified; a low-commitment proc for the DR layer.
Aspect 1Flow StateThe Amplified engine — any jolted kill amplifies you, and while amplified your dodge and reload accelerate and you're more resilient dodging.
Aspect 2Lethal CurrentManufactures jolt off your post-dodge melee and blinds any jolted target you hit — a no-heal panic defence inside the crisis window.
FragmentsInstinct · Recharge · Resistance · Ions · AmplitudeTwo crisis-only fragments turn the danger window into an engine; the rest layer no-heal DR, Ionic Traces, and the Orb economy.
Exotic armourMechaneer's Tricksleeves (Gauntlets)Arms the Sidearm damage buff on a critically-wounded swap and self-sustains it on Sidearm final blows.
WeaponsArc Rocket-Assisted Sidearm (special) · Arc jolt primary · situational heavyThe Sidearm is the payoff the buff multiplies; the primary keeps jolt flowing between crises; heavy fills the encounter's chunk-damage gap.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Melee. Weapons drives Sidearm and primary damage plus reload — the payoff slot. Health is a real stat here, not a dump, but it's controlled upward via orbs (the clean exit) rather than passively; it also cuts flinch. Melee funds Gambler's refund and Combination Blow charge. Archetype lean: Gunner / Grenadier armour (Weapons-forward) with a Bulwark or Brawler piece to top Health to the orb-heal breakpoint.

Mods:

Artifact — Tablet of Ruin

Tablet of Ruin is the Arc artifact, and it weaponises this build's exact loop — Arc debuffs feed Bolt Charge, Bolt Charge converts to Amplified, and Champion stuns refund the whole chain — while jolt covers Overload intrinsically.

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 (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)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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). Flex/loadout-dependent: since you fight from the low bracket. - **Class item:** Special Ammo Finisher to keep the Sidearm fed; matched to an Arc Sidearm. - **Anti-Champion:** intrinsic to weapon archetypes under Anti-Champion 2.0 — jolt covers Overload outright; pick frames for the rest (see Champion coverage).