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Arc

Moth Mother — Mothkeeper's Wraps (Arc Hunter)

Blind-everything add-clear and control support
Mothkeeper's Wraps on light.gg
Your gear best achievable Grenade 124 / 150 target — gear ready
Health 26 · Melee 32 · Grenade 124 · Super 42 · Class 72 · Weapons 58 · armour only; stat mods + fragments add more

Centerpiece: Mothkeeper's Wraps (Gauntlets) · Subclass: Arcstrider · Role: Blind-everything add-clear and control support Sandbox: 9.7.0 · Updated 2026-07-03

Your grenade is a cage of loyal moths. Throw it, and two of them peel off to hunt the nearest bodies, detonating in a blinding flash that shuts down a whole pack before it can fire back. On Arc you jolt and chain your way through the room; the moths turn the leftover kills into a self-refilling supply of crowd control that never asks you to aim.

The exotic

Mothkeeper's Wraps (Gauntlets) — Winged Eclipse: Defeat targets to charge up cages of loyal moths that fly toward nearby targets or allies.

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[Grenade]: Throw the cage of loyal moths, which are released on impact. Upon reaching targets, moths detonate in a blinding explosion; upon reaching allies, moths provide a Void overshield.

Winged Eclipse rebuilds your grenade slot. Per Clarity's dataset it replaces your grenade ability with "Cage of Loyal Moths" and hands you an extra grenade charge, dropping the base cooldown to about 73 seconds. Thrown, the cage explodes on impact and releases two Loyal Moths that seek the nearest target: Arc moths are the offensive variant — they close in and detonate in a roughly 4-metre blinding burst (counted as Arc grenade damage), while Void moths fly to allies and grant a small Void overshield. Because the detonation is Arc grenade damage, the moths stay plugged into your Arc grenade buildcrafting rather than sitting outside it. The payoff is on-demand, no-aim area blind on a doubled charge pool.

Loadout

SlotPickWhy
SubclassArcstriderJolt and Amplified turn add-clear kills into the currency that recharges the moths.
SuperGathering StormCasts a jolting Arc anchor and Amplifies you and allies; flex to Arc Staff for roam.
Class abilityGambler's DodgeRefills melee on a dodge into a target, the trigger Lethal Current keys off.
MovementTriple JumpExtra aerial correction to line up dodges and reposition — flex to taste.
MeleeCombination Blow / Disorienting BlowDisorienting Blow blinds directly; either melee feeds the dodge-melee jolt loop.
GrenadeArc grenade (becomes the moth Cage)The delivery vehicle — the Cage counts as Arc grenade damage, so grenade mods still apply.
Aspect 1Flow StateDefeating a jolted target makes you Amplified for damage resistance, faster dodge and reloads.
Aspect 2Lethal CurrentAfter dodging, your next melee gains lunge range, jolts the target and drops a damaging aftershock — your post-dodge jolt source.
FragmentsIons · Beacons · Resistance · AmplitudeTrace economy, a second blind source, survivability and orbs while Amplified.
Exotic armourMothkeeper's WrapsThe centerpiece — turns the grenade into two seeking, blinding moths on a doubled charge.
WeaponsArc primary with Voltshot + Arc special + power of choiceVoltshot re-applies jolt on reload; the Arc special powers Spark of Beacons blinds.
Fragments

Why it works (the mechanics)

Stats & mods

Grenade 200 → Class → Health. Lean Demolitionist (Grenade/Class) for the fastest moth turnaround, or Siegebreaker (Health/Grenade) if you want more survivability in the pack. Mods:

Artifact — Encrypted Data Disk

The Arc/Void disk is the natural home for this kit: it carries the Arc jolt-and-blind mods the loop already runs and answers Overload and Unstoppable from the same pool, so the moths are not your only crowd control.

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 (7/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
Grenade Kickstart 3e fillWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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 (5/10)Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
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)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.
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: moth-adjacent Arc damage. - Anti-Champion: covered by the artifact (see below) plus Voltshot jolt for Overload.