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
Slot
Pick
Why
Super
Arc Staff
Roaming 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 ability
Gambler's Dodge
Melee 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.)
Melee
Disorienting Blow
Blinds on hit — leans the whole build into its primary verb. (Combination Blow for heal-on-kill sustain instead.)
Grenade
Cage 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 1
Ascension
Spin 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 2
Flow State
Defeating 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
Spark of ShockArc grenades apply Jolt on hit — makes the Mothkeeper Arc moths jolt as well as blind; -10 Grenade
Spark of Ionskilling a jolted target → Ionic Trace, 10 s cd — the jolt→trace feeder
Spark of DischargeArc weapon kills → Ionic Trace; collecting a trace → a Bolt Charge stack — Ex Diris feeds the river and each trace heals via the artifact
Spark of Beacons (while amplified, Arc Special/Power kills → a blinding explosion, 7.5 m — Ex Diris is an Arc Special, so every kill is a moth-blind and a beacon-blind). The four fill Ascension's 2 + Flow State's 2 slots exactly
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:
Arc Moths (offensive) seek enemies and detonate for up to 526 dmg in a 4 m radius and Blind them — and count as Arc Grenade Damage (so Spark of Shock / grenade mods apply).
Void Moths (support) seek allies and grant a 22.5 HP Void Overshield.
No enemies near the blast → 2 Void moths; enemies only → 2 Arc moths; both present → 1 of each.
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)
Two seeking blind-swarms, zero aiming. The cage throws 2 moths; Ex Diris spits one every kill/2 hits. Both blind (the moths' fully-verified verb), and blinded combatants stop shooting entirely — damage that never happens, better than DR, and it works on everything short of bosses. Spark of Beacons (Ex Diris is Arc Special) and Disorienting Blow stack two more blind sources on top.
The dual-exotic is a stated synergy, not a coincidence. Ex Diris reads your gauntlets: with Mothkeeper's on, every Ex Diris activation adds a Void-overshield moth for an ally. Combined with the cage's own Void moths, this is the only Hunter build that turns a blind-swarm into a team overshield dispenser — its distinct role.
One Arc economy refuels the cage. Jolt (Ascension burst + Spark-of-Shock Arc moths) → jolted kills → Ionic Traces (Spark of Ions) → 15% energy to all abilities, so the 73 s cage comes back fast. Ex Diris's Arc kills mint traces too (Spark of Discharge), and each trace collected is a Bolt Charge stack. The weapon pays the grenade's bills and the grenade pays the weapon's.
Amplified is permanent and free. Berserk Rush amplifies on Ex Diris kills; Flow State amplifies on jolt kills. Permanent Amplified = permanent Beacons blinds + the fast reload a 1-in-mag GL desperately wants + Ex Diris's enrage ramp always paid off.
The artifact closes the sustain loop. Dielectric turns the blinded/jolted room into Bolt Charge + Orbs + heal, Blinding Jolts turns your jolt back into more blind, and Elemental Orbs: Arc adds a jolting orb off Arc kills. You out-heal and out-control the room without a defensive super — Arc Staff is a luxury, not the plan.
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:
Kinetic primary — the Unstoppable key. A Kinetic auto/pulse/HC feeds the artifact's Kinetic Rupture (Kinetic damage vs a powerful → staggering Rupture → Unstoppable stun) and Kinetic Synthesis ammo. Jolt comes from Ascension + the moths, so you don't need an Arc Voltshot primary here.
Heavy — boss DPS / Barrier. An Arc LMG/LFR/rocket keeps Arc Surges + Spark of Discharge live; or bring an intrinsic anti-Barrier heavy, since Encrypted Data Disk has no Barrier mod. Pick for the damage window — neither exotic deletes a boss.
Champions:Overload — covered by Blind (the build's identity; blind stuns Overload behaviourally). Unstoppable — Kinetic Rupture (Kinetic weapon). Barrier — an intrinsic anti-Barrier weapon on the Kinetic or Heavy slot.
Stats & archetypes
Priority: Grenade 150 → Class 100 → Health 100 → Weapons 70 → Super 30 → dump Melee.
Grenade 150 — the cage is the engine: Grenade governs moth cooldown and moth damage (damage scales past 100), so this buys both faster swarms and harder-hitting ones. The loop (traces + Fierce Proxemics + Dielectric) supplies energy on top, so 150 dodges the worst of the 9.7.0 cooldown-scaling nerf while still buying damage.
Class 100 — Gambler's Dodge for Disorienting Blow + the pool Ascension spends.
Health 100 — survivability floor for a melee-range swarm (stacks with Flow State's amplified DR + Dielectric heals + your own Void overshields).
Weapons 70 — handling/reload for the 1-in-mag Ex Diris (Flow State covers the rest).
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)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3e
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 (5/10)
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (3/10)
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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.
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).
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.
Fierce Proxemics (T1) — finisher final blows refund grenade + melee energy: the fastest way to re-arm the moth cage and Disorienting Blow.
Kinetic Synthesis (T1) — the Kinetic primary makes its own ammo bricks, keeping the Unstoppable weapon fed.
Dielectric (T2) — defeating Arc-debuffed (blinded or jolted) targets grants Bolt Charge; rapid kills spawn an Orb + heal. The whole room is debuffed, so this is the build's sustain + Bolt-Charge engine, firing nonstop.
Blinding Jolts (T2) — final blows on jolted targets blind nearby combatants: converts the Ascension / Spark-of-Shock jolt back into more blind, deepening the flood.
Armorsmith (T2) — shield breaks grant DR + melee damage: the survivability garnish.
Elemental Orbs: Arc (T3) — Arc kills drop an Arc orb that jolts what it damages — another jolt + orb source feeding Spark of Ions and the orb economy.
Kinetic Rupture (T3) — Kinetic damage vs a powerful combatant → a staggering Rupture that stuns Unstoppable. The champion answer Blind can't give.
Loop
Throw the cage into the pack → 2 moths blind (Arc) / overshield allies (Void); Ex Diris in → Hive Moths blind + the bonus moth overshields an ally. Room dark.
Spark of Shock makes the Arc moths jolt; Ascension (air-dodge) jolts the pack and amplifies the team. Now the room is blinded and jolted.
Kills of those debuffed targets → Ionic Traces (Ions on jolt, Discharge on Arc kills) = 15% to all abilities + a Bolt Charge each; Dielectric adds Bolt Charge + Orbs + heal. The cage and Ex Diris refill.
Amplified stays up (Berserk Rush + Flow State) → Beacons blinds on every Ex Diris kill + permanent fast reload. Blinding Jolts loops jolt → more blind.
Champion: Blind stuns Overload; Kinetic Rupture (Kinetic primary) stuns Unstoppable; bring an anti-Barrier weapon for Barrier. Boss window → swap-cast Gathering Storm + Heavy. Otherwise you never stop swarming.
Notes
Both exotics manifest-confirmed. Ex Diris: Arc · Grenade Launcher · Special (RPM 90, 1-in-mag) via `weapon_facts.py` / `inspect_item.py` — it is Special, not Heavy. Mothkeeper's "Winged Eclipse" and Ex Diris's "Loyal Moths / Corrupted Nucleosynthesis / Berserk Rush" quoted from `docs/encyclopedia/` + `clarity_lookup.py`.
Premise adaptations (verified against the encyclopedia): - The trait names are "Loyal Moths" (Ex Diris) and "Cage of Loyal Moths / Winged Eclipse" (Mothkeeper's) — not "Noxious Vapors". - The moths' verified verb is Blind (Ex Diris Hive Moths Blind 10 s; Mothkeeper Arc moths Blind). They do not natively jolt — jolt is sourced from the Arc kit (Ascension, Spark of Shock on the Arc-grenade moths, the artifact). Spark of Shock applying to the cage's Arc moths is expected (they "count as Arc Grenade Damage") but verify in-game. - The moths don't mint Ionic Traces directly; kills of moth-blinded/jolted targets do, via Spark of Ions (jolt) + Spark of Discharge (Arc weapon) + Dielectric (Bolt Charge). Premise re-routed through the kill, not the moth.
Super:Storm's Edge is Prismatic-only (`subclasses_and_aspects.md` §4.6) — on pure Arcstrider the supers are Arc Staff / Gathering Storm. This build titles Arc Staff (roaming survivability) and lists Gathering Storm as the boss-DPS swap.
Distinct from the two existing moth builds:Moth Mother is the single-anchor Mothkeeper CC build (Lethal Current + Flow State, Encrypted Data Disk with different picks); Stormswarm is Ex Diris + Shinobu's Vow (Skip-Grenade Bolt Charge, Slayer Baron). Mothstorm is the dedicated double-moth dual-exotic — the grenade itself is a moth swarm (Mothkeeper's override) fused with Ex Diris's moths via the bonus Void-overshield moth — running Ascension + Arc Staff + Encrypted Data Disk.
Clarity numbers (`clarity_lookup.py`): Cage cooldown 73 s (+1 charge); Arc moth ~526 dmg / Hive Moth 525 dmg, Blind 10 s; 22.5 HP Void Overshield per Void/bonus moth; Berserk Rush Amplified 15 s; Enrage max 126 RPM (+40%); Spark of Beacons / Brilliance blind radius 7.5 m; Spark of Ions 10 s cooldown.
Blind stuns Overload is recorded in `subclasses_and_aspects.md`; confirm it still carries the Overload stun under Anti-Champion 2.0 in-game (the encyclopedia gives the verb, not the champion mapping). Moth per-shot/boss damage isn't in the manifest, so no boss-DPS claim is asserted — that's the Heavy + Gathering Storm.