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Arc

Anarchy — The Trap Line (Arc Hunter)

Persistent-DoT jolt engine — lay traps, light the field, never reload mid-fight
Anarchy on light.gg
✓ 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.

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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

SlotPickWhy
SubclassArcstrider (Arc)Jolt/Amplified subclass — every verb the catalyst produces, Arc Hunter consumes.
SuperGathering StormHeavy single-target stake that jolts on impact; swap to Arc Staff if you want roaming add-clear.
Class abilityMarksman's DodgeReloads the equipped gun on dodge — keeps your primary topped while Anarchy's traps tick untouched.
MovementTriple JumpVertical reposition to re-place trap pairs on a chokepoint and stay out of the lattice's own splash.
MeleeCombination BlowChained Arc melee feeds Lethal Current's jolting aftershock and stacks damage/heal on kills.
GrenadeArcbolt GrenadeChaining Arc grenade — a second jolt source between trap re-sticks (jolts via Spark of Shock).
Aspect 1Flow StateDefeating a jolted target grants Amplified; Amplified speeds reload/dodge regen and (via catalyst) faster Jolt. 2 fragment slots.
Aspect 2Lethal CurrentAfter dodge, the next melee gains lunge range, jolts the target and drops a damaging Arc aftershock — an on-demand jolt applicator. 1 fragment slot.
FragmentsSpark of Shock · Spark of Discharge · Spark of Ions · Spark of ResistanceSecond jolt source, two Ionic-Trace feeds, and DR-while-surrounded — see the styled line below.
Exotic armourGifted Conviction (Chest)"Jolting nearby targets grants you damage resistance" — the trap field becomes permanent DR without pressing a button.
WeaponsArc primary (Voltshot SMG/auto) + Barrier-archetype specialPrimary sustains Discharge/Ions and covers Overload; the special covers Barrier — the champions Anarchy can't.
Fragments

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid 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 (6/10)Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (3/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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).