✓ Manifest Arc · Heavy · 150 RPM · No intrinsic champion
Centerpiece: Anarchy (Grenade Launcher · Heavy · Arc) · Subclass: Arcstrider · Role: Persistent-DoT jolt engine — lay traps, light the field, never reload mid-fight Sandbox: 9.7.0 · Updated 2026-07-03
Anarchy doesn't shoot a target, it builds a circuit. Stick two mines and an Arc lattice arcs between them, ticking damage on everything inside. The catalyst turns that lattice into a Jolt sprinkler — and on Arc Hunter, Jolt is the master key. Stick, swap to a primary, and let the traps do unattended chip while Flow State, Ionic Traces and Gifted Conviction all cash in on the kills the traps cause.
The weapon
Arc Traps (intrinsic, verbatim): "Grenades stick to surfaces and chain Arc bolts to other mines."
Catalyst — Jolting Feedback (verbatim): "Dealing repeated damage with this weapon inflicts Jolt.
>
While amplified, Jolt is applied faster."
What it does: two stuck mines form a tethered Arc beam, and anything caught between or near them takes continuous Arc damage with zero further input. The catalyst layers Jolt onto that sustained tick — and Jolt is itself a chaining Arc DoT that detonates on the kill. So one stick-stick is three effects at once: a persistent beam, Jolt spreading through the pack, and Jolt explosions on death. It is the closest thing in the game to a fire-and-forget heavy — you pre-place the damage, then fight with your other two weapons while the reserves (not the magazine) do the work. As a Heavy-ammo Grenade Launcher it never competes with your primary or special economy, so both weapon loops run in parallel.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Jolt/Amplified subclass — every verb the catalyst produces, Arc Hunter consumes.
Super
Gathering Storm
Heavy single-target stake that jolts on impact; swap to Arc Staff if you want roaming add-clear.
Class ability
Marksman's Dodge
Reloads the equipped gun on dodge — keeps your primary topped while Anarchy's traps tick untouched.
Movement
Triple Jump
Vertical reposition to re-place trap pairs on a chokepoint and stay out of the lattice's own splash.
Melee
Combination Blow
Chained Arc melee feeds Lethal Current's jolting aftershock and stacks damage/heal on kills.
Grenade
Arcbolt Grenade
Chaining Arc grenade — a second jolt source between trap re-sticks (jolts via Spark of Shock).
Aspect 1
Flow State
Defeating a jolted target grants Amplified; Amplified speeds reload/dodge regen and (via catalyst) faster Jolt. 2 fragment slots.
Aspect 2
Lethal Current
After dodge, the next melee gains lunge range, jolts the target and drops a damaging Arc aftershock — an on-demand jolt applicator. 1 fragment slot.
Fragments
Spark of Shock · Spark of Discharge · Spark of Ions · Spark of Resistance
Second jolt source, two Ionic-Trace feeds, and DR-while-surrounded — see the styled line below.
Exotic armour
Gifted Conviction (Chest)
"Jolting nearby targets grants you damage resistance" — the trap field becomes permanent DR without pressing a button.
Weapons
Arc primary (Voltshot SMG/auto) + Barrier-archetype special
Primary sustains Discharge/Ions and covers Overload; the special covers Barrier — the champions Anarchy can't.
Fragments
Spark of ShockArc grenades jolt — second jolt source
Spark of DischargeArc weapon kills spawn an Ionic Trace — Anarchy and your Arc primary both feed it
Spark of Ionsdefeating a jolted target spawns an Ionic Trace — the traps kill jolted targets constantly
Spark of Resistance (DR while surrounded — you stand in your own trap field by design; +10 Melee). Flow State's two slots plus Lethal Current's one leave budget; trim if a higher-cost fragment pushes you over**
Why it works (the mechanics)
Anarchy is a Jolt sprinkler, not a Jolt trigger. The catalyst applies Jolt from sustained damage — exactly what a stuck-mine lattice produces with no further input. One trap pair keeps a whole chokepoint permanently jolted, which is the trigger condition for nearly every other piece in the kit.
The Amplified ↔ Jolt loop is self-accelerating. A catalyst Jolt kill feeds Flow State, which grants Amplified; the catalyst then notes "While amplified, Jolt is applied faster." Faster Jolt means more jolted kills, which keeps Amplified up. The buff the gun creates makes the gun apply that buff faster, and Amplified also speeds Marksman's Dodge regen.
Gifted Conviction converts the trap field straight into survivability. Its line "Jolting nearby targets grants you damage resistance" triggers off any jolt — the catalyst jolt and grenade jolt included, not just the Ascension/Tempest throw. Standing in your own lattice equals permanent DR with no button press.
Fire-and-forget heavy economy. Anarchy is Heavy ammo and damages from reserves once stuck, so it never taxes primary or special ammo. Marksman's Dodge reloads the equipped primary, not Anarchy — the traps keep ticking while you reload and fight normally.
Triple Ionic-Trace feed drives ability uptime. Spark of Discharge (Arc kills), Spark of Ions (jolted kills) and a Voltshot primary all spawn Ionic Traces off the same jolted- kill flood the traps produce. Traces return grenade and dodge energy, which spin up more jolt sources — the gun pays for the abilities that amplify the gun.
Lethal Current is the on-demand jolt for what the traps miss. A mobile priority target outside the lattice? Dodge into a jolting melee plus aftershock, then drop a fresh trap pair on its feet — keeping Flow State fed even while repositioning.
Stats & mods
Weapons 200 → Class → Melee. Weapons is the PvE damage stat that buffs Anarchy's ticks and your Arc primary; Class feeds Marksman's Dodge cadence; Melee cycles Lethal Current. Archetype lean: chase Weapons/Class pieces — Gifted Conviction is the fixed chest, so build the other four around Weapons.
Mods:
Boots: Arc Weapon Surge ×2–3 (Anarchy and the primary are Arc — one surge buffs both).
Chest: Concussive Dampener / resist mod to layer over Gifted Conviction's DR.
Class item: Bomber + Outreach (dodge returns ability energy) plus Orbs of Restoration.
Surge: Arc — matches both the heavy and the primary.
Anti-Champion: delegated off Anarchy — Voltshot/Jolt on the primary covers Overload; lean on the Barrier-archetype special for Barrier (see Where it shines).
Artifact — Slayer Baron Apothecary Satchel
This artifact carries the build's Arc loop on its own weapon and element while patching the two gaps the synergy check flags — no Armor Charge source and no Orb source. Anarchy is a Grenade Launcher, so the GL-keyed mods bite directly, and it folds in the Unstoppable stun the build otherwise delegates away from Anarchy.
Trace Evidence spawns Ionic Traces off precision/final blows on Jolt- or Blind-affected targets — the trap field keeps both up, supercharging the triple-trace feed.
The Thick Of It grants Armor Charge while surrounded — you live inside your own lattice, so this is the missing Armor Charge source for Arc Weapon Surge.
Curative Orbs makes Orbs on shield-break — the missing Orb source that powers Orbs of Restoration.
Weakened Clear — while Anarchy (a Grenade Launcher) is out, damaging a boss/Champion or breaking a shield reloads your stowed weapons and Weakens the target, so the boss takes more from every Anarchy tick.
Retinal Burn adds an Arc precision blinding burst — the Blind source that arms Arc Compounding.
Kinetic Impacts gives Grenade Launchers an Unstoppable stun — the champion type Anarchy can't break, now on Anarchy itself.
Arc Compounding makes Arc sources deal bonus damage to Blind targets — Retinal Burn supplies the Blind, so every Anarchy tick hits harder.
Where it shines
GMs / −30 / −40 content: pre-place traps on the chokepoint before the wave, then fight from inside your own DR bubble (Gifted Conviction). Set-and-forget chip is enormous value where you can't afford to stand still and aim a heavy.
Boss/miniboss DPS uplift: stick two mines on the boss, swap to your real DPS weapon — Anarchy's ticks plus Jolt are additive, uncapped chip on top of whatever else you fire. The best "free damage while I do something else" heavy in the game.
Add-dense rooms: the lattice and Jolt chains clear packs unattended while you body priority targets.
Champion coverage: Anarchy has no intrinsic champion stun (`champion: null` in weapon_facts.json — its intrinsic is only Arc Traps). Jolt incidentally stuns Overload as a verb, but for guaranteed coverage bring an Arc Voltshot/Jolt primary (Overload) plus a Barrier-archetype special. The artifact's Kinetic Impacts adds the Unstoppable stun. That spread, not Anarchy, is your champion plan.
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 (6/10)
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (7/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Legs (3/10)
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Outreach1e
Reduces melee cooldown when using your class ability.
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using 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: the primary. - **Anti-Champion:** delegated off Anarchy — Voltshot/Jolt on the primary covers Overload; lean on the Barrier-archetype special for Barrier (see Where it shines).