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Arc

Centrifuse — Static Loop (Hunter)

Amplified add-clear + champion stunner with self-feeding charge
✓ Manifest Arc · Primary · 450 RPM · No intrinsic champion

Weapon: Centrifuse (Auto Rifle · Heavy · Arc) · Subclass: Arcstrider · Role: Amplified add-clear + champion stunner with self-feeding charge Sandbox: 9.7.0 · Created 2026-06-16

Centrifuse only gets dangerous once it's 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're amplified: it ticks overcharge for free. So the whole build is 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 auto rifle overcharged 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 Heavy Arc Auto Rifle that ramps as you move and shoot: charge raises its range/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 (having to keep moving/firing to hold charge): while amplified it trickles charge on its own, so the gun stays at or near max while you're in the build's default state. Blind is the payoff — it stuns nothing by itself, but it disables a whole pack and (via artifact) makes everything Arc you fire hit harder.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Native amplified + jolt + Bolt Charge — every verb Centrifuse's catalyst wants.
SuperGathering StormStick the spike, jolt + Arc-debuff a whole room → feeds Dielectric/blind-amp; or Arc Staff if you prefer roaming.
Class abilityGambler's / Marksman's DodgeThe trigger for Lethal Current and Mask of Bakris' shift — Bakris refunds it on buffed kills, so it's near-constant.
MeleeArc melee (charged)Pairs with Lethal Current — post-dodge melee jolts + blinds a jolted target, seeding the first amplify.
GrenadeStorm GrenadeRoaming thundercloud jolts the pack → jolted kills → Flow State amplify; +duration from Spark of Magnitude.
Aspect 1Flow StateDefeating a jolted target makes you amplified; while amplified, faster dodge regen + greatly increased reload. The amplify engine.
Aspect 2Lethal CurrentAfter dodging, next melee jolts + aftershock; damaging any jolted target with melee blinds them — manufactures the jolted kills Flow State needs.
Fragments

Exotic — Mask of Bakris (Helmet)

Light Shift: While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy.

This is the keystone, not a flavour pick. Three reasons it's the best Centrifuse helmet:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class. Weapons for raw PvE damage on the Heavy; Health as the bulk survivability stat (you also lean on amplified DR + blind CC); Class to keep the Bakris/Lethal-Current dodge cycling. Grenade is a soft third — Storm Grenade is a jolt utility, not your damage.

Mods by piece:

Artifact (Arc column): Overload Auto Rifle, Anti-Barrier Auto Rifle, Overclock and Load, Arc Compounding, Blinding Jolts, Spark/Dielectric-style Arc- debuff payoffs, Amped Up (stay amplified longer). These are the build's real driver because Centrifuse is a Heavy with no innate champion stun.

The other two slots

Where it shines