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.
Stick the spike, jolt + Arc-debuff a whole room → feeds Dielectric/blind-amp; or Arc Staff if you prefer roaming.
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's near-constant.
Melee
Arc melee (charged)
Pairs with Lethal Current — post-dodge melee jolts + blinds a jolted target, seeding the first amplify.
Grenade
Storm Grenade
Roaming thundercloud jolts the pack → jolted kills → Flow State amplify; +duration from Spark of Magnitude.
Aspect 1
Flow State
Defeating a jolted target makes you amplified; while amplified, faster dodge regen + greatly increased reload. The amplify engine.
Aspect 2
Lethal Current
After dodging, next melee jolts + aftershock; damaging any jolted target with melee blinds them — manufactures the jolted kills Flow State needs.
Fragments
Spark of DischargeArc weapon kills → Ionic Trace → Bolt Charge — Centrifuse spawns these all day
Spark of Ionsjolted/Bolt-Charge kills → Ionic Trace → more amplify fuel via Flow State's trace pickups
Spark of Amplituderapid kills while amplified → Orbs — and you are always amplified
Spark of Magnitude (longer Storm Grenade = longer jolt uptime). Drop to add Spark of Resistance (+Melee, surrounded DR) if you have the energy**
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:
The damage bonus lands directly on Centrifuse — it's an Arc weapon, so every shift buffs the exact gun. Stack it before you commit to a high-charge mag.
It refunds the dodge it costs. Buffed Arc kills give class-ability energy back, and the dodge is what fires Lethal Current → jolt → blind → jolted kill → Flow State amplify → catalyst overcharge. Bakris pays for the loop's first link.
You're running an Arc Super anyway, so the "Stasis or Arc Super equipped" condition is always satisfied — no compromise.
Why this 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 (and blinds) the target that becomes that kill; Storm Grenade and Gathering Storm jolt the pack. While amplified the catalyst passively builds Centrifuse's overcharge — so staying amped keeps the gun at max charge, which is where its kills explode and blind.
Blind double-dips through the artifact. Max-charge explosions blind; Arc Compounding makes all Arc sources deal increased damage to blind targets, and Blinding Jolts makes jolted final blows blind more of the pack. The gun crowd- controls, then everything you shoot into that crowd hits harder.
The Ionic Trace economy never stalls. Spark of Discharge turns Arc kills into Traces, Spark of Ions adds jolted/Bolt-Charge kills as a second source. Traces grant Bolt Charge (Discharge) and, picked up, feed amplify — a Heavy auto rifle clearing a room is a Trace fountain, so abilities and amplify both stay topped.
Bakris + Flow State stack two reload sources onto a Heavy. Flow State greatly increases reload while amplified; Overclock and Load (artifact) adds Arc-weapon handling/reload while amplified or holding Bolt Charge. A 9.7.0 Heavy auto rifle that reloads like a Primary stays in the fight far longer per brick.
Champion answer is the artifact, not the exotic. Centrifuse carries no bespoke stun, so Overload Auto Rifle does the work — sustained fire stuns Overload and keeps Auto Rifles overcharged (stacking with the catalyst's charge). Anti-Barrier Auto Rifle covers Barrier on weeks it's offered. Blind handles the rest.
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:
Helmet: Harmonic Siphon (Arc kills → Orbs) · Ashes to Assets (Super on grenade kills, feeds Gathering Storm).
Gauntlets: Heavy Ammo loaders / Auto Rifle Loader · Fastball (Storm Grenade placement).
Chest: Arc + 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.
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
Primary: an Arc Primary (e.g. an Arc SMG/auto with Voltshot/Jolting Feedback) to keep jolt and Ionic Traces flowing between Heavy bricks — it sustains amplified when Centrifuse is dry, so the catalyst keeps ticking even off-Heavy.
Special: free slot — a Solar/Stasis Special for a different damage type, or an Arc Special (e.g. Riskrunner-tier add-clear / an Arc shotgun with One-Two Punch) if you want a third Arc feeder. The build doesn't need it for the engine; pick for the encounter.
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; the explosions clear chaff while the catalyst keeps the gun fed.
Champion coverage:Overload (Overload Auto Rifle, intrinsic sustained-fire stun) and Barrier (Anti-Barrier Auto Rifle when offered). Unstoppable is the gap — bring it on the Primary's archetype or lean on Storm Grenade/Gathering Storm jolt-lockdown for unstoppable elites. Blind also buys time against anything.
Weaker in raw single-target boss DPS — Centrifuse is an add-clear/CC Heavy, not a damage-phase gun. Swap to a burst Special/Heavy for DPS windows.