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
Slot
Pick
Why
Subclass
Arcstrider
Jolt and Amplified turn add-clear kills into the currency that recharges the moths.
Super
Gathering Storm
Casts a jolting Arc anchor and Amplifies you and allies; flex to Arc Staff for roam.
Class ability
Gambler's Dodge
Refills melee on a dodge into a target, the trigger Lethal Current keys off.
Movement
Triple Jump
Extra aerial correction to line up dodges and reposition — flex to taste.
Melee
Combination Blow / Disorienting Blow
Disorienting Blow blinds directly; either melee feeds the dodge-melee jolt loop.
Grenade
Arc grenade (becomes the moth Cage)
The delivery vehicle — the Cage counts as Arc grenade damage, so grenade mods still apply.
Aspect 1
Flow State
Defeating a jolted target makes you Amplified for damage resistance, faster dodge and reloads.
Aspect 2
Lethal Current
After dodging, your next melee gains lunge range, jolts the target and drops a damaging aftershock — your post-dodge jolt source.
Fragments
Ions · Beacons · Resistance · Amplitude
Trace economy, a second blind source, survivability and orbs while Amplified.
Exotic armour
Mothkeeper's Wraps
The centerpiece — turns the grenade into two seeking, blinding moths on a doubled charge.
Weapons
Arc primary with Voltshot + Arc special + power of choice
Voltshot re-applies jolt on reload; the Arc special powers Spark of Beacons blinds.
Fragments
Spark of Ionsdefeating a jolted target creates an Ionic Trace
Spark of Beaconswhile Amplified, Arc Special/Heavy final blows create a blinding explosion
Spark of Resistancedamage resistance while surrounded, +10 Melee
Spark of Amplituderapid kills while Amplified create an Orb of Power
Why it works (the mechanics)
Blind is the strongest control verb this kit can spam. Blinded combatants stop firing and stumble, which is damage that simply never lands on you — strictly better than flat resistance against a pack. The two Arc moths apply it in an area, on demand, from a doubled grenade charge pool that costs you no aim.
Jolt chains print the kills that recharge everything. Lethal Current jolts on the post-dodge melee and Voltshot re-jolts on reload; jolted targets chaining into each other clear adds fast, and Winged Eclipse's "defeat targets to charge up cages" turns that body count straight back into moths.
Flow State closes the survivability loop off the same jolt kills. Defeating a jolted target makes you Amplified, which grants damage resistance plus faster dodge and reload — so the add-clear that charges the moths also keeps your dodge (and therefore Lethal Current) online and buys sustain while you reposition.
The fragments give you a second and third blind source. Spark of Beacons adds a blinding explosion on Arc special/heavy kills while Amplified, and Disorienting Blow blinds on melee — so blind uptime does not depend solely on the moths, and Spark of Ions/Amplitude keep Ionic Traces and Orbs flowing for ability energy.
The moths stay inside your buildcrafting. Because the detonation is logged as Arc grenade damage, grenade-focused mods and any Grenade-stat scaling still touch it — the exotic augments your Arc grenade economy instead of orphaning it from the rest of the loadout.
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:
Boots: Innervation / Absolution — grenade energy on Orb pickup to speed the second Cage.
Arms: Momentum Transfer / Impact Induction — melee and grenade hits cross-feed ability energy.
Chest: resist mods matched to incoming damage type; Amplified already layers on top.
Class item: Bomber (grenade energy on dodge) — dodge is already central to Lethal Current.
Surge: Arc Weapon Surge to push jolt-chain and moth-adjacent Arc damage.
Anti-Champion: covered by the artifact (see below) plus Voltshot jolt for Overload.
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):
Tier 1: Riposte · Fierce Proxemics
Tier 2: Blinding Jolts · Dielectric · Counter Energy
Tier 3: Tazer Tag · Sticker Shock
Riposte stuns unshielded combatants after guarding with a Sword and is strong against Unstoppable Champions — Unstoppable coverage that jolt alone can't provide, if you carry a Sword.
Fierce Proxemics grants grenade and melee energy on finisher final blows, feeding both the moth Cage and Lethal Current's dodge-melee trigger.
Blinding Jolts makes final blows on jolted combatants blind nearby ones — a third blind source layered on top of the moths and Disorienting Blow.
Dielectric grants Bolt Charge on Arc-debuffed kills and, on rapid kills, spawns an Orb of Power and heals — an orb-and-sustain engine that runs off the jolt add-clear you are already doing.
Counter Energy returns energy to your least-charged ability whenever you stun a Champion, keeping jolt and the moth grenade topped up during Champion fights.
Tazer Tag makes Arc-powered melee hits jolt, directly reinforcing Lethal Current's jolt so the whole charge engine fires more often.
Sticker Shock buffs attached Arc Flux, Magnetic and Fusion Grenades — a filler pick here since the moth Cage isn't an attached grenade; take it only if you swap to a compatible grenade off-moth (flagged below).
Where it shines
Add-dense PvE — Nightfalls, Onslaught, patrol clears — where a room of blinded combatants is worth more than raw DPS.
Team-support content: on Void it hands allies overshields, and Gathering Storm Amplifies the fireteam on cast.
Sustained survival scenarios: layered blind plus Flow State's Amplified resistance lets you hold ground in a crowd.
Champion coverage: jolt (Voltshot/Lethal Current/Tazer Tag) answers Overload intrinsically; Riposte and Counter Energy from the artifact cover Unstoppable and refund energy on stuns. Bring a Barrier answer (an anti-Barrier weapon or artifact mod) for the third type.
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 (7/10)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
Grenade Kickstart3efill
When 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 Resistance1efill
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 (5/10)
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
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 (4/10)
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.
Powerful Attraction2efill
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: moth-adjacent Arc damage. - Anti-Champion: covered by the artifact (see below) plus Voltshot jolt for Overload.