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
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Jolt/Amplified subclass — every verb the catalyst makes, Arc Hunter consumes.
Super
Gathering Storm (or Arc Staff)
Heavy single-target stake + jolt; Staff if you want roaming clear.
Class ability
Marksman's Dodge
Reloads the equipped gun on dodge — keeps your primary topped while Anarchy traps tick untouched.
Extra jolt source between trap re-sticks (any Arc grenade jolts via Spark of Shock).
Aspect 1
Flow State
Defeating a jolted target → Amplified; Amplified → faster reload/dodge regen + (via catalyst) faster Jolt. 2 fragment slots.
Aspect 2
Lethal Current
After dodge, next melee jolts + blinds jolted targets + drops an Arc aftershock — a second on-demand jolt applicator. 1 fragment slot.
Fragments
Spark of ShockArc grenades jolt — second jolt source
Spark of DischargeArc weapon kills → Ionic Trace → Bolt Charge; Anarchy and your Arc primary both feed it
Spark of Ionsdefeating a jolted target → Ionic Trace — Anarchy's traps kill jolted targets constantly
Spark of Resistance (DR while surrounded — you are, by design, standing in your own trap field; +10 Melee). Five-energy fragment budget on Flow State (2) + Lethal Current (1) leaves room; trim to fit if Lethal Current's +cost variants push you over**
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:
Kinetic/Primary: an Arc auto rifle or SMG (e.g. any Arc primary with Voltshot) — sustains Spark of Discharge/Ions while you wait on trap ticks, and carries its own Jolt for champions Anarchy can't stun (see champion coverage).
Special: a Barrier/Overload-archetype weapon (Arc shotgun/fusion) — covers the champion type the heavy slot can't, and matches element for surge mods.
Why this works (the mechanics)
Jolt is the whole engine, and 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 almost every other piece below.
The Amplified ↔ Jolt flywheel is self-accelerating. Catalyst Jolts a target → Flow State turns the jolted kill into Amplified → catalyst note: "While amplified, Jolt is applied faster." Faster Jolt → more jolted kills → Amplified stays up. The buff that the gun creates makes the gun apply its buff faster. Marksman's Dodge regen is itself sped up by Amplified (Flow State).
Gifted Conviction converts the trap field directly into survivability. Its line "Jolting nearby targets grants you damage resistance" triggers off any jolt — including Anarchy's catalyst jolt and grenade jolt, not just the Ascension/Tempest throw. Standing in your own lattice = permanent DR. You don't need to press the exotic's button for the DR half; the gun feeds it.
Fire-and-forget heavy economy. Anarchy is Heavy ammo and damages from reserves once stuck, so it never taxes primary/special ammo, and Marksman's Dodge reloads the equipped primary, not Anarchy — meaning the traps keep ticking while you reload and fight normally. Two weapon economies run in parallel.
Triple Ionic Trace feed → ability uptime. Spark of Discharge (Arc kills), Spark of Ions (jolted kills) and Voltshot on the primary all spawn Ionic Traces off the same jolted-kill flood the traps produce. Traces → Bolt Charge + ability energy → grenade/dodge back → 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. Mobile priority target outside the lattice? Dodge → jolting melee + blind + aftershock, then drop a fresh trap pair on its feet. Keeps Flow State fed even when you're repositioning.
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.
Archetypes: any pieces favouring Weapons/Class; Gifted Conviction is the fixed chest, so chase the other four around Weapons.
Mods:Arc Weapon Surge ×2–3 on boots (Anarchy and primary are Arc — one surge stat buffs both), Heavy Ammo Finder + Heavy Ammo Scavenger (reserves are the build — you want max Anarchy ammo), Grenade Launcher Loader (faster re-stick), Bomber/Outreach on class item (dodge → ability energy), Orbs of Restoration.
Champion mods folded into Arc: Voltshot/Jolt on the primary covers Overload behaviour; lean on the special slot's archetype for Barrier (see below).
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 + Jolt are additive uncapped chip on top of whatever else you're firing. Not a top-tier burst heavy post-tuning, but the best "free damage while I do something else" in the game.
Add-dense rooms: the lattice + Jolt chains clear packs unattended while you body priority targets.
Champion coverage — FLAG: Anarchy carries no listed intrinsic champion stun (manifest text is just Arc Traps; no anti-Barrier/Unstoppable/Overload line). Under Anti-Champion 2.0 its archetype isn't one of the stunning frames in a way the manifest confirms, so do not rely on Anarchy for champions. Jolt does stun Overload as a verb behaviour, so the catalyst incidentally helps there — but for guaranteed coverage, run your Arc primary (Voltshot/Jolt → Overload) and a Barrier-archetype special. That two-weapon spread, not Anarchy, is your champion plan.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (8/10)
Weapon Loader (faster reload)3e
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.
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)
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.
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.
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).