Two moth-themed exotics 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 from the gun. Both swarms blind everything they touch, and when you wear both, Ex Diris pays out 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 of Ionic Traces and permanent Amplified refuels the cage and keeps the blinds constant.
Mothkeeper's Wraps — 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.
Ex Diris — Corrupted Nucleosynthesis: This weapon enrages when dealing or taking sustained damage, gaining increased rate of fire while enraged.
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Ex Diris — Loyal Moths: Kills or 2 direct hits spawn a seeking Hive Moth. "Wearing Mothkeeper's Wraps spawns an additional Hive Moth that grants 22.5 HP Void Overshield to the nearest ally."
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Catalyst — Berserk Rush: Weapon enrages faster while amplified. Final blows with this weapon make you amplified.
This is a legal dual-exotic (one armour + one weapon), and the manifest wires the two together directly. Mothkeeper's Wraps overrides your grenade with Cage of Loyal Moths — it grants a second grenade charge and sets the cooldown to 73 s (Clarity). The cage bursts on impact into 2 moths that seek the nearest thing: Arc moths detonate for up to 526 damage in a 4 m radius and Blind, counting as Arc Grenade Damage; Void moths hand a nearby ally a 22.5 HP Void overshield. Ex Diris then spawns its own Hive Moths on kills or paired direct hits (525 damage, Blind 10 s), and because you wear the Wraps it pays out a third moth that overshields an ally. Corrupted Nucleosynthesis ramps its fire rate to 126 RPM as it enrages.
| Slot | Pick | Why |
|---|---|---|
| Subclass | The Arc kit supplies the jolt, Amplified and Ionic-Trace economy the moths cannot make themselves. | |
| Super | Roaming add-clear plus projectile deflect — the survivability panic button for a melee-range swarm, with Gathering Storm as the boss-DPS swap neither moth exotic carries. | |
| Class ability | Refunds melee near enemies to keep Disorienting Blow (a third blind source) cycling, and refills the class-ability pool Ascension spends. | |
| Movement | Extra air control to get and stay airborne, which is the trigger condition for Ascension's dodge-in-air jolt burst. | |
| Melee | Blinds on hit — a fourth blind source that leans the whole build into its primary verb. | |
| Grenade | Cage of Loyal Moths (Mothkeeper's override) | Your Arc grenade is replaced by the moth cage; because the Arc moths count as Arc Grenade Damage, Spark of Shock makes them jolt as well as blind. |
| Aspect 1 | Air-dodge to jolt the pack and amplify nearby allies while lifting you airborne — on-demand AoE jolt that pairs the AoE blind, plus 2 fragment slots. | |
| Aspect 2 | Defeating a jolted target makes you Amplified; while amplified you get faster dodge/reload and improved Arc Staff — converts jolt kills into permanent self-Amplified, plus 2 fragment slots. | |
| Fragments | Shock · Ions · Discharge · Beacons | Fills Ascension's 2 + Flow State's 2 slots exactly; turns blinds into jolts, jolt kills into traces, and Amplified into a second blind flood. |
| Exotic armour | The centerpiece — the grenade itself becomes a seeking blind/overshield moth swarm, and it unlocks Ex Diris's bonus overshield moth. | |
| Weapons | Kinetic primary · Ex Diris (energy) · Arc or anti-Barrier heavy | Ex Diris carries the Arc special swarm; the Kinetic primary feeds Kinetic Rupture/Synthesis for Unstoppable + ammo; heavy covers boss damage and Barrier. |
Grenade 200 → Class → Health. The cage is the engine: Grenade governs both moth cooldown and moth damage (damage scales past 100), so maxing it buys faster swarms and harder-hitting ones. Lean Grenadier/Demolitionist on the exotic gauntlets, Bulwark/Brawler elsewhere for the Class/Health floor a melee-range swarm needs.
Mods:
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.
Picks (2/3/2):
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Arc Siphon 3e fill | Rapid Arc weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (7/10) | Momentum Transfer 2e | Causing damage with a grenade reduces your melee cooldown. |
| Grenade Kickstart 3e fill | When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used. | |
| Impact Induction 2e fill | Causing damage with a powered melee attack reduces your grenade cooldown. | |
| Chest (5/10) | Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Arc Scavenger 1e | Arc weapons get bonus reserves when picking up ammo used by that weapon. | |
| Class Item (4/10) | Bomber 1e | Reduces grenade cooldown when using your class ability. |
| Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Powerful Attraction 2e fill | 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: an Arc heavy. - **Anti-Champion:** Blind stuns Overload intrinsically; Kinetic Rupture (artifact) stuns Unstoppable; bring an intrinsic anti-Barrier weapon for Barrier.