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.
Stick 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 ability
Gambler's / Marksman's Dodge
The trigger for Lethal Current and Mask of Bakris' shift — Bakris refunds it on buffed kills, so it is near-constant.
Movement
Triple Jump
Air control to reposition into the pack and keep sprint/slide charge topping off before the catalyst takes over.
Melee
Charged Arc melee
Pairs with Lethal Current — a post-dodge melee jolts and blinds a jolted target, seeding the first amplify.
Grenade
Storm Grenade
A roaming thundercloud jolts the pack, so jolted kills fire Flow State's amplify; Spark of Magnitude extends it.
Aspect 1
Flow State
Defeating a jolted target makes you amplified — the amplify engine the whole build guards.
Aspect 2
Lethal Current
After dodging, the next melee jolts and creates a damaging aftershock, manufacturing the jolted kills Flow State needs.
Fragments
Spark of Discharge / Ions / Amplitude / Magnitude
Two Ionic-Trace sources + amplified Orb generation + longer Storm Grenade — fuel for the amplify loop.
Exotic armour
Mask of Bakris (Helmet)
Its stacking Arc damage bonus lands directly on Centrifuse and refunds the dodge that re-amps you.
Weapons
Special + Heavy alongside Centrifuse
Centrifuse holds the Primary slot; a Special (Arc feeder or utility) and a Heavy DPS piece fill the damage-phase gap.
Fragments
Spark of DischargeArc weapon final blows → Ionic Trace — Centrifuse spawns these all day
Spark of Ionsjolted / Bolt-Charge kills → Ionic Trace, a second trace source that feeds amplify via Flow State pickups
Spark of Amplituderapid kills while amplified → Orbs — and you are always amplified
Spark of Magnitude (longer Storm Grenade = longer jolt uptime). Drop one to add Spark of Resistance (+Melee, surrounded DR) if you want the survivability**
Why it works (the mechanics)
Amplified is the master switch, and three things guard it. Flow State amplifies on any jolted kill; Lethal Current's post-dodge melee jolts the target that becomes that kill; Storm Grenade and Gathering Storm jolt the wider pack. While amplified the catalyst passively builds Centrifuse's overcharge, so staying amped keeps the gun at max charge — the state where its kills explode and blind.
Blind double-dips through the artifact. Max-charge explosions blind, and Arc payoffs on NPA Repulsion Regulator turn that crowd control into damage: the gun disables a pack, then every Arc source you fire into it lands harder. The trigger crowd-controls and force-multiplies in one action.
The Ionic Trace economy never stalls. Spark of Discharge turns Arc final blows into Traces; Spark of Ions adds jolted and Bolt-Charge kills as a second source. Traces feed amplify on pickup, so an add-clearing Arc auto rifle is a Trace fountain that keeps both abilities and amplified topped.
Bakris lands its buff on the exact gun and pays for the loop. Light Shift is Arc-and-Stasis, and Centrifuse is Arc, so every shift stacks damage straight onto it; buffed Arc kills refund class-ability energy, and that dodge is what fires Lethal Current → jolt → jolted kill → Flow State amplify → catalyst overcharge. Bakris funds the loop's first link, and its "Stasis or Arc Super equipped" condition is always met because you run an Arc super.
Targeting Autoloader keeps a Primary firing through the blind windows. The artifact reloads and buffs Centrifuse on kills while an Auto Rifle is equipped, stacking with Flow State's amplified reload — the gun stays in the fight brick-to-brick while it crowd-controls.
The champion answer is the artifact, not the weapon. Centrifuse breaks no champion intrinsically, so Overload Grenades and Counter Charge carry that load — the grenade you already throw covers a champion class and every stun becomes Armor Charge fuel.
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.
Arms: Auto Rifle Loader · Fastball (Storm Grenade placement).
Chest: Arc resist + concussive resist (amplified already gives DR; pad the rest).
Class item: Powerful Attraction (dodge vacuums the Orb/Trace flood) · Bomber / Outreach to shorten the dodge cooldown that drives the loop.
Surge: Arc (the ×2 Weapon Surge on boots — buff the element Centrifuse and 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.
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.
Amped Up keeps you amplified longer while an Arc subclass is equipped — it extends the exact window the catalyst needs to trickle overcharge, so it protects the master switch the whole build guards.
Thunderous Retort grants bonus Arc Super damage while amplified, buffing Gathering Storm — your room-clearing jolt cast — since you fire it while amped by default.
Targeting Autoloader reloads and buffs Centrifuse on kills while an Auto Rifle is equipped, stacking with Flow State's amplified reload to keep the Primary firing through blind windows.
Counter Charge grants Armor Charge on every Champion stun, turning the build's stuns into mod fuel.
Overload Grenades makes a grenade stun Overload champions, filling the gap Centrifuse cannot cover intrinsically (see Verify — the manifest text specifies Void grenades, so confirm it applies to Storm Grenade in-game).
Shock and Awe makes Arc final blows while amplified summon jolting lightning — and you are always amplified, so it feeds Flow State's jolt-to-amplify loop for free.
Squad Goals spreads Amplified to allies on a finisher while amplified, reinforcing the never-drop-amplified core for the whole fireteam.
Where it shines
Add-dense PvE — Onslaught, Battlegrounds, GM lost sectors, legend/master seasonal. Max-charge blind + jolt turns rooms into stunned, amp-buffed targets while the explosions clear chaff and the catalyst keeps the gun fed.
Survival-through-chaos content where amplified DR plus a pack-wide blind buys the space a squishy Hunter needs.
Champion coverage: Centrifuse breaks nothing intrinsically. Overload is covered by the artifact's Overload Grenades (with the Void-grenade caveat below); bring an Anti-Barrier or Unstoppable weapon mod on a paired slot for the other two, and lean on blind + jolt-lockdown as a stopgap against elites.
Weaker in raw single-target boss DPS — Centrifuse is an add-clear/CC Primary, not a damage-phase gun. Swap to your Special or Heavy for DPS windows.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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.
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.
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces 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.