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Arc

D.A.R.C.I. — Networked Targeting (Arc Hunter)

Team-wide sniper buffer + intrinsic Overload precision deleter
D.A.R.C.I. 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 · Heavy · 140 RPM · Overload

Centerpiece: D.A.R.C.I. (Sniper Rifle · Heavy · Arc) · Subclass: Arcstrider · Role: Team-wide sniper buffer + intrinsic Overload precision deleter Sandbox: 9.7.0 · Updated 2026-07-03

A Heavy Arc sniper that Jolts on every hit and stuns Overload all on its own — no artifact mod spent. The catalyst turns that trigger into a fireteam loop: your hits pump every ally's legendary sniper toward maxed precision damage, and maxing an ally hands bonus damage back to you. Slot it into Arcstrider, where Jolt is the whole subclass, and one squeeze feeds Amplified, Ionic Traces, orbs and damage resist off the same shot. Buff the team, stun the champion, delete the major.

The weapon

Personal Assistant (intrinsic, verbatim): "Aim at a target to view their health and other critical information in the scope. Jolts targets when dealing damage. Strong against [Disruption] Overload Champions."

Catalyst — Networked Targeting (verbatim): "While Personal Assistant is active, hits grant this weapon and nearby allies' non-Exotic Sniper Rifles increased overall weapon performance and precision damage. Granting maximum stacks of the effect to an ally grants this weapon bonus damage."

What it does: it is a 140-RPM Heavy-slot Arc precision sniper that applies Jolt on every hit. Jolt is a chaining Arc lightning debuff and the keystone verb of Arc Hunter, so the gun is permanently feeding the subclass without any rotation. The bespoke anti-champion line means D.A.R.C.I. stuns Overload intrinsically — you do not spend an artifact slot on Overload and you do not lean on archetype stun. The catalyst is a fireteam multiplier: hits ramp your own weapon performance and precision damage while also buffing nearby allies' legendary snipers, and maxing an ally's stacks pays you bonus damage back. That reciprocal loop makes it the sniper to hold in a coordinated sniper-DPS fireteam; solo, the same effect is still a self-buff.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)The gun already Jolts; the whole kit converts Jolt → Amplified → orbs → damage resist off that one trigger.
SuperGathering StormThrow the staff to embed and Jolt a pack or boss; it matches the Arc surge and clears adds between slow Heavy sniper shots.
Class abilityMarksman's DodgeInstantly reloads D.A.R.C.I. (Heavy ammo is precious) and vacuums nearby ammo bricks while repositioning for the next angle.
MovementStrafe JumpTightest mid-air control for re-planting a stationary Heavy-sniper firing line.
MeleeDisorienting BlowBlinds on hit → breathing room to line up sniper shots; an on-class Arc melee.
GrenadePulse GrenadeWith Touch of Thunder it deals enhanced ticking Arc damage — chip plus Ionic Trace / ability energy while you ADS.
Aspect 1Flow State"Defeating a jolted target makes you amplified." Every D.A.R.C.I. kill is a jolted kill, so Amplified stays permanent — faster reload/handling, damage resist, faster dodge.
Aspect 2AscensionAirborne cast that jolts targets and amplifies allies — and the trigger for Gifted Conviction's bouncing jolt-explosives + damage resist.
FragmentsSpark of Ions · Spark of Discharge · Spark of Amplitude · Spark of BeaconsConvert jolted/Arc kills into Ionic Traces, orbs, and a blinding Heavy-ammo explosion — see below.
Exotic armourGifted Conviction (Chest)"Activating Ascension or Tempest Strike throws bouncing explosives that jolt and damage. Jolting nearby targets grants you damage resistance." The gun jolts non-stop, so the DR is effectively always live.
WeaponsVoltshot Arc primary + Barrier/Unstoppable legendaryThe Voltshot SMG/auto Jolts to feed Flow State and Spark of Ions when D.A.R.C.I. is stowed; the legendary frame covers the two champion types the gun does not.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the priority — it raises PvE weapon damage against minors and majors on top of the catalyst ramp and also feeds the add-clear secondary. Health keeps you alive while planted and ADS (Heavy snipers do not reposition mid-shot), and Class feeds Marksman's Dodge reloads plus Ascension / Gifted Conviction uptime.

Archetype lean: Gunner / Bulwark pieces (Weapons + Health), tuning +Weapons / −Class where rolls allow.

Mods:

Artifact — Encrypted Data Disk

The Arc artifact for an Arc sniper: it turns D.A.R.C.I.'s nonstop Jolt and precision hits into Bolt Charge, Orbs of Power, and blind — the exact loop the build already spins — while the gun's intrinsic Overload stun keeps the tier slots free to lean into damage and CC.

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 (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
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.
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.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: secondary). - **Anti-Champion:** none needed for Overload (intrinsic to D.A.R.C.I.); bring a Barrier/Unstoppable legendary or artifact mod for the other two.