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Arc

Anarchy — The Trap Line (Hunter)

Persistent-DoT jolt engine — lay traps, light the field, never reload mid-fight
✓ Manifest Arc · Heavy · 150 RPM · No intrinsic champion

Weapon: 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 · Created 2026-06-16

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. On Arc Hunter, Jolt is the master key: Flow State reads jolted kills and makes you Amplified, Amplified makes the catalyst apply Jolt faster, and Gifted Conviction turns every jolted target into your own damage resistance. Stick, swap to a primary, and let the traps do unattended chip while your abilities pay for themselves off the kills they cause.

The weapon

Arc Traps (exotic perk, 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; anything caught between or near them takes continuous Arc damage with zero further input. The catalyst layers Jolt onto that sustained damage — and Jolt is itself a chaining Arc DoT that explodes on the kill. So one stick-stick is: a persistent beam + Jolt spreading to the pack + Jolt detonations on death. It is the closest thing in the game to a fire-and-forget heavy: you pre-place damage, then fight with your other two weapons while reserves (not the mag) do the work. Heavy ammo, so it never competes with your primary/special economy.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Jolt/Amplified subclass — every verb the catalyst makes, Arc Hunter consumes.
SuperGathering Storm (or Arc Staff)Heavy single-target stake + jolt; Staff if you want roaming clear.
Class abilityMarksman's DodgeReloads the equipped gun on dodge — keeps your primary topped while Anarchy traps tick untouched.
MeleeCombination Blow / charged Arc meleeFeeds Lethal Current's jolting aftershock; melee kills chain Amplified.
GrenadeArcbolt / FluxExtra jolt source between trap re-sticks (any Arc grenade jolts via Spark of Shock).
Aspect 1Flow StateDefeating a jolted target → Amplified; Amplified → faster reload/dodge regen + (via catalyst) faster Jolt. 2 fragment slots.
Aspect 2Lethal CurrentAfter dodge, next melee jolts + blinds jolted targets + drops an Arc aftershock — a second on-demand jolt applicator. 1 fragment slot.
Fragments

Exotic armour — Gifted Conviction (Chest): "Activating Ascension or Tempest Strike throws bouncing explosives at nearby targets that jolt and damage them. Jolting nearby targets grants you damage resistance."

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class → Melee. Weapons is the PvE damage stat (buffs Anarchy's ticks and your Arc primary); Class feeds Marksman's Dodge cadence and (if you swap to Ascension) scales its damage at 100+. Melee for Lethal Current cycling.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (8/10)Weapon Loader (faster reload) 3e
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.
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)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.
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.

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).