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Arc

Mothstorm — Arc Staff (Arc Hunter)

Double-moth blind/jolt swarm — Arc+Void crowd-control support that hands the team overshields — dual-exotic with Ex Diris
Mothkeeper's Wraps on light.gg

Anchor: Mothkeeper's Wraps · Subclass: Arcstrider · Role: Double-moth blind/jolt swarm — Arc+Void crowd-control support that hands the team overshields — dual-exotic with Ex Diris Sandbox: 9.7.0 · Built 2026-06-27

Two moth-themed exotics that the game literally tells you to pair. Mothkeeper's Wraps replaces your grenade with a cage of seeking moths; Ex Diris spits a second swarm of seeking moths from the gun. Both swarms blind everything they touch, and when you wear both, Ex Diris spawns a bonus moth that throws a Void overshield onto your nearest ally — so the room goes dark while your team gets armoured. One Arc economy (Ionic Traces + Amplified) refuels the cage and keeps the blinds permanent; the Arc moths even jolt once you slot Spark of Shock.

Loadout

SlotPickWhy
SuperArc StaffRoaming add-clear + projectile deflect — the survivability panic button for a melee-range swarm, and Flow State improves it. (Swap to Gathering Storm for the boss/single-target burst neither moth exotic carries.)
Class abilityGambler's DodgeMelee energy near enemies → keeps Disorienting Blow (a third blind source) cycling, and tops the class-ability pool Ascension spends. (Marksman's Dodge if you'd rather full-reload Ex Diris's 1-in-mag.)
MeleeDisorienting BlowBlinds on hit — leans the whole build into its primary verb. (Combination Blow for heal-on-kill sustain instead.)
GrenadeCage of Loyal Moths (Mothkeeper's override)Your chosen Arc grenade (Arcbolt/Flux) is replaced by the moth cage — the signature grenade swarm. Arc moths count as Arc Grenade Damage, so Spark of Shock makes them jolt as well as blind.
Aspect 1AscensionSpin during your dodge to electrify/jolt and amplify nearby allies, lifting you airborne. On-demand AoE jolt to pair the AoE moth-blind, plus an ally-amplify that doubles down on the support identity. 2 fragment slots.
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified, faster dodge/reload + improved Arc Staff. Converts the jolt kills into permanent self-Amplified (arms Spark of Beacons, kills the 1-in-mag reload pain) and recharges the dodge faster. 2 fragment slots.
Fragments

Blind-cascade / survivability swaps: Spark of Brilliance (precision kills on blinded targets → another blinding explosion — a self-propagating blind flood, +10 Super) or Spark of Resistance (DR while surrounded) if you drop one trace fragment for harder content.

Exotic — Mothkeeper's Wraps (Gauntlets) + Ex Diris (Arc · Special — verified manifest)

Dual-exotic (one armour + one weapon is legal). Both are moth-themed, and the manifest wires them together directly.

Mothkeeper's Wraps — Winged Eclipse: replaces your Grenade ability with Cage of Loyal Moths, grants an extra grenade charge, and overrides the base cooldown to 73 s (Clarity). The cage explodes on impact, releasing 2 Loyal Moths that fly to the nearest target:

Ex Diris — Loyal Moths: kills or 2 rapid direct hits spawn a seeking Hive Moth that deals 525 dmg and Blinds for 10 s (3 s cooldown between spawns). The load-bearing line: "Wearing Mothkeeper's Wraps spawns an additional Hive Moth that grants 22.5 HP Void Overshield to the nearest ally." The game pays you a third moth — a Void-overshield healer — purely for running both exotics. Corrupted Nucleosynthesis (intrinsic): each direct hit +25% Enrage, ramping RPM up to 126 (+40%) at max; critical health = instant max Enrage. Catalyst — Berserk Rush: weapon kills make you Amplified (15 s); while amplified, direct hits charge Enrage twice as fast (25%→50%/hit).

Why this works (the mechanics)

Weapons

Ex Diris takes the Special/Energy slot (Arc, 1-in-mag, RPM 90). Fill the other two to cover the champions and Barrier the moths can't:

Stats & archetypes

Priority: Grenade 150 → Class 100 → Health 100 → Weapons 70 → Super 30 → dump Melee.

Archetypes: put the exotic gauntlets (Tier 5) in a Grenade-favouring archetype (Grenadier / Demolitionist); Bulwark / Brawler elsewhere for Health/Class. Mods: Grenade Font ×2, Bomber, Harmonic/Arc Siphon (amplified kills + Beacons flood orbs), Orbs of Restoration (turn the orb flood back into ability energy → more cages), Arc Weapon Surge ×2 on boots, GL Loader/Scavenger (1-in-mag reserves matter).

Set bonus (none required)

House rule — garnish, not a driver. Any Grenade/Weapons-archetype set with good rolls works; chase the rolls before a specific set. A 4pc that adds grenade or ability regen is a free bonus but never the engine — the cage economy comes from the Arc trace/orb loop, not a set.

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 (5/10)Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (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)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).

Artifact — Encrypted Data Disk (Renegades)

Picks (2/3/2): Fierce Proxemics + Kinetic SynthesisDielectric + Blinding Jolts + ArmorsmithElemental Orbs: Arc + Kinetic Rupture

The Arc + Void disk — the only artifact whose elements match the build's two moth elements (Arc blind moths + Void overshield moths), and it pays off Blind, Jolt, Bolt Charge and Orbs while answering Unstoppable.

Loop

Notes