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Arc

Centrifuse — Static Loop (Arc Hunter)

Amplified add-clear + blind crowd-control with a self-feeding charge engine
Centrifuse on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Primary · 450 RPM · No intrinsic champion

Centerpiece: Centrifuse (Auto Rifle · Primary · Arc) · Subclass: Arcstrider · Role: Amplified add-clear + blind crowd-control with a self-feeding charge engine Sandbox: 9.7.0 · Updated 2026-07-03

Centrifuse only gets dangerous once it is charged — sprint, slide and fire to build the electrostatic charge, then high-charge kills explode and max-charge explosions blind. The catalyst makes that loop self-sustaining the instant you are amplified: it ticks overcharge for free. So the whole build has one job — never drop amplified. Arcstrider's Flow State amplifies on every jolted kill, Mask of Bakris stacks an Arc damage buff straight onto the gun and refunds the dodge that re-amps you, and the artifact keeps the loop primed and champion-ready.

The weapon

Overcharge Capacitor: Sprinting, sliding, and firing this weapon builds a temporary electrostatic charge, increasing range and reload speed. Final blows with high charge cause explosions, and maximum charge explosions blind targets.

Catalyst — Static Buildup: While amplified, this weapon gradually gains overcharge.

Centrifuse is a Primary Arc Auto Rifle that ramps as you move and shoot: charge raises its range and reload, high-charge kills detonate for AoE, and maximum charge turns those detonations into a blind — crowd control baked into the trigger. The catalyst removes the only friction, which is having to keep moving and firing to hold charge: while amplified it trickles overcharge on its own, so the gun sits at or near max whenever you are in the build's default state. Blind is the payoff. It stuns nothing by itself, but it disables a whole pack, buys survival time, and (via the artifact) makes every Arc source you pour into that crowd hit harder. Because it lives in the Primary slot, it stays fed from ammo bricks and can hold amplified between your Special and Heavy windows.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Native amplified + jolt + Bolt Charge — every verb Centrifuse's catalyst wants.
SuperGathering StormStick the spike to jolt and Arc-debuff a whole room, feeding the blind-amp payoffs; or Arc Staff if you prefer a roaming super.
Class abilityGambler's / Marksman's DodgeThe trigger for Lethal Current and Mask of Bakris' shift — Bakris refunds it on buffed kills, so it is near-constant.
MovementTriple JumpAir control to reposition into the pack and keep sprint/slide charge topping off before the catalyst takes over.
MeleeCharged Arc meleePairs with Lethal Current — a post-dodge melee jolts and blinds a jolted target, seeding the first amplify.
GrenadeStorm GrenadeA roaming thundercloud jolts the pack, so jolted kills fire Flow State's amplify; Spark of Magnitude extends it.
Aspect 1Flow StateDefeating a jolted target makes you amplified — the amplify engine the whole build guards.
Aspect 2Lethal CurrentAfter dodging, the next melee jolts and creates a damaging aftershock, manufacturing the jolted kills Flow State needs.
FragmentsSpark of Discharge / Ions / Amplitude / MagnitudeTwo Ionic-Trace sources + amplified Orb generation + longer Storm Grenade — fuel for the amplify loop.
Exotic armourMask of Bakris (Helmet)Its stacking Arc damage bonus lands directly on Centrifuse and refunds the dodge that re-amps you.
WeaponsSpecial + Heavy alongside CentrifuseCentrifuse holds the Primary slot; a Special (Arc feeder or utility) and a Heavy DPS piece fill the damage-phase gap.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons for raw PvE output on the trigger you never put down; Health as the bulk survivability stat (you also lean on amplified DR + blind CC); Class to keep the Bakris / Lethal-Current dodge cycling. The set leans a Weapons-primary archetype with Health as the secondary, Grenade a soft third since Storm Grenade is jolt utility rather than your damage.

Mods:

Artifact — NPA Repulsion Regulator

The Arc / Void / Strand artifact, and the one that amplifies Centrifuse's whole engine: it carries the amplified extenders, the Auto Rifle sustain, and the Overload coverage a champion-less weapon needs.

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 (5/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
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.
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.
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 whole subclass share). - **Anti-Champion:** from the artifact — **Overload Grenades** (Overload) + **Counter Charge** for Armor Charge on each stun; bring an Anti-Barrier or Unstoppable weapon mod on a paired slot when those weeks demand it.