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
Slot
Pick
Why
Subclass
Arcstrider (Arc Hunter)
The gun already Jolts; the whole kit converts Jolt → Amplified → orbs → damage resist off that one trigger.
Super
Gathering Storm
Throw the staff to embed and Jolt a pack or boss; it matches the Arc surge and clears adds between slow Heavy sniper shots.
Class ability
Marksman's Dodge
Instantly reloads D.A.R.C.I. (Heavy ammo is precious) and vacuums nearby ammo bricks while repositioning for the next angle.
Movement
Strafe Jump
Tightest mid-air control for re-planting a stationary Heavy-sniper firing line.
Melee
Disorienting Blow
Blinds on hit → breathing room to line up sniper shots; an on-class Arc melee.
Grenade
Pulse Grenade
With Touch of Thunder it deals enhanced ticking Arc damage — chip plus Ionic Trace / ability energy while you ADS.
Aspect 1
Flow 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 2
Ascension
Airborne cast that jolts targets and amplifies allies — and the trigger for Gifted Conviction's bouncing jolt-explosives + damage resist.
Fragments
Spark of Ions · Spark of Discharge · Spark of Amplitude · Spark of Beacons
Convert jolted/Arc kills into Ionic Traces, orbs, and a blinding Heavy-ammo explosion — see below.
Exotic armour
Gifted 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.
The 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
Spark of Ionsjolted kills → Ionic Traces
Spark of DischargeArc weapon final blows have a chance to make an Ionic Trace
Spark of Amplituderapid kills while Amplified → Orbs of Power — you are always Amplified via Flow State
Spark of Beaconswhile Amplified, Arc Special/Heavy final blows create a blinding explosion — D.A.R.C.I. is an Arc Heavy weapon, so its kills blind the surrounding pack for free CC
Why it works (the mechanics)
The gun's trigger and the subclass's trigger are the same trigger. D.A.R.C.I. Jolts on hit and Arcstrider is built entirely around Jolt, so one precision shot = damage + Jolt + (on kill) Amplified via Flow State + an Ionic Trace via Spark of Ions + an Orb while Amplified via Spark of Amplitude + a blinding explosion via Spark of Beacons. There is no rotation to manage; the sniper does it all.
Overload is handled by the gun, so the artifact is free. Personal Assistant carries a bespoke jolt-based Overload stun, so you never burn a slot on Overload and never rely on archetype stun. Spend the freed budget on Barrier/Unstoppable coverage for the other two champion types instead.
Gifted Conviction makes the damage resist permanent. Its DR is gated on "jolting nearby targets" — and D.A.R.C.I. jolts everything it touches. Casting Ascension also throws the bouncing jolt-explosives, so you get the DR up front and keep it topped by ordinary sniping. A planted Heavy-sniper player is normally exposed; this is the survivability that makes standing still viable in GMs.
The catalyst is a fireteam multiplier, not a solo perk. Networked Targeting buffs allies' legendary snipers toward maxed precision damage and pays you bonus damage when you max one out. In a two-to-three sniper DPS fireteam D.A.R.C.I. is the one gun that should be held — it lifts everyone else's damage and gets lifted in return.
Amplified is the quiet engine. Flow State keeps you permanently Amplified off jolted kills, granting faster reload and handling on a slow Heavy sniper (huge for sustained DPS), damage resistance stacking with Gifted Conviction, and a faster dodge that means faster Marksman reloads. Amplified is also the gate for Spark of Amplitude and Spark of Beacons, so it does four jobs at once.
Heavy-ammo economy is the only real constraint, and the build answers it. Marksman's Dodge instantly reloads from reserves and vacuums bricks; Spark of Discharge and Spark of Ions flood Ionic Traces for ability uptime between Heavy bricks; Heavy Ammo Finder and a Sniper scavenger keep reserves stocked.
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.
Arms: Loader for your secondary's type · Heavy-Handed (optional, melee → ammo for Disorienting Blow).
Chest: Elemental resistance mods under the Amplified + Gifted Conviction DR stack.
Class item: Powerful Attraction (dodge vacuums the orbs Spark of Amplitude spawns) · Bomber/Reaper.
Surge: Arc Weapon Surge (matches the Arc centrepiece and 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.
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.
Reload at Range grants a stacking reload bonus on precision Sniper/Bow hits — straight onto D.A.R.C.I.'s slow Heavy reload, on top of Amplified.
Press the Advantage grants stability, handling and reload on breaking a shield, smoothing the next planted shot on a major.
Dielectric grants Bolt Charge on defeating Arc-debuffed targets and spawns an Orb (plus a heal) on rapid ones — every jolted sniper kill feeds the Bolt Charge / orb economy.
Blinding Jolts blinds nearby combatants on final blows against jolted targets; the gun jolts everything, so this is free CC stacking with Spark of Beacons.
Precision Equity builds precision final blows toward a large Orb of Power that also grants bonus weapon damage on pickup — tailor-made for a precision sniper.
Elemental Orbs: Arc gives Arc weapon final blows a chance to spawn a shootable Arc Elemental Orb that jolts on detonation — on-element orb economy under the Arc surge.
Sniper's Meditation stacks Sniper Rifle damage, stability and reload on hits (Heavy ammo hits count for more) — the single most on-weapon ramp for a sniper-DPS hold.
Where it shines
GM Nightfalls / −30 to −40 content: Overload handled by the gun, two free champion slots, permanent Amplified + Gifted Conviction DR to survive while planted, and a Heavy sniper that one-shots majors and stuns the Overload that walls most teams.
Coordinated sniper-DPS fireteams (raids/dungeons): the catalyst's headline use — D.A.R.C.I. buffs every ally's legendary sniper toward maxed precision and gets paid back. Hold it and let the team's DPS ride the buff.
Weak fit: ammo-starved sustained-DPS races where a primary or Special exotic would feed faster — D.A.R.C.I. is Heavy-gated.
Champion coverage:Overload — intrinsic to D.A.R.C.I. via Personal Assistant (jolt-based, no mod required). Barrier + Unstoppable — bring a legendary frame or artifact mod on your other two slots; the gun does not cover them.
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 (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
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.
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.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically 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.