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Arc

Delicate Tomb — Trace Engine (Arc Hunter)

Ionic-Trace battery that feeds Bolt Charge + permanent Amplified
Delicate Tomb 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 · Special · No intrinsic champion

Centerpiece: Delicate Tomb (Fusion Rifle · Special · Arc) · Subclass: Arcstrider · Role: Ionic-Trace battery that feeds Bolt Charge + permanent Amplified Sandbox: 9.7.0 · Updated 2026-07-03

A free Exotic that does one rare thing: every kill makes Arc fuel. Delicate Tomb spits Ionic Traces on final blows, and the whole Arc 3.0 economy is built to eat Traces — they grant Bolt Charge, they regen abilities, they keep you Amplified. Wrap the gun in Rain of Fire and the Tomb never stops firing, never stops charging, and never leaves the Amplified state. The gun is the build battery; everything else just spends what it prints.

The weapon

Traitor's Vessel (intrinsic): "Fires a wide horizontal spread when shot from the hip. Final blows with this weapon have a chance to generate Ionic Traces. Powerful foes and opposing Guardians always generate Ionic Traces."

Catalyst — Ionic Interment: "Collecting an Ionic Trace partially reloads the magazine from reserves."

It's a hip-fire-spread Arc Special Fusion whose kills print Arc pickups, and its catalyst turns each pickup back into ammo — a self-reloading loop the moment Traces are flowing. Powerful foes and opposing Guardians are a guaranteed Trace, so it scales up into hard content where most ammo engines dry out. The hip-fire spread makes it a close-range add-clear shotgun-fusion; aiming down sights tightens the bolt spread for a single target. Every Trace it makes is the input to the entire Arc Hunter kit below: collect a Trace and the mag tops itself up, so with bodies in the room you rarely touch the reload button, and the kills that keep it loaded are the same kills that feed Bolt Charge and Amplified.

Loadout

SlotPickWhy
SubclassArcstriderNative Ionic-Trace → Bolt Charge → Amplified economy; the Tomb is the Trace source.
SuperGathering StormStick the staff into the pack/boss for a standing jolt field; jolted kills make more Traces via Spark of Ions.
Class abilityMarksman's DodgeReloads the Tomb on demand and arms Lethal Current's empowered melee.
MovementTriple JumpExtra air control to line up Rain of Fire air-dodges and reposition for hip-fire spread.
MeleeCombination BlowDodge → empowered melee chain; melee kills refund dodge → another on-demand reload.
GrenadeStorm GrenadeWith Touch of Thunder, a roaming thundercloud — an extra jolt source feeding Spark of Ions Traces.
Aspect 1Flow StateDefeating a jolted target makes you Amplified, which greatly speeds Tomb reload and dodge recharge.
Aspect 2Lethal CurrentAfter dodging, next melee has extra lunge, jolts the target and creates a damaging aftershock — manufactures the jolted targets Flow State and Spark of Ions want.
FragmentsDischarge · Ions · Amplitude · BeaconsTwo extra Trace sources plus Amplified-payoff (Orbs + blinding explosions).
Exotic armourRain of Fire (Leg Armor)Air-dodge = instant full reload of every weapon; Fusion final blows make you Radiant.
WeaponsKinetic champion-stun primary + Heavy MG/RocketCover the champion stun the Tomb lacks and the boss DPS its Special profile can't close.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons maxes the Tomb's PvE output and reload/handling; Health is cheap survivability under near-constant Amplified damage resistance; Class feeds Marksman's Dodge (the reload + Lethal Current enabler) and Combination Blow refunds. This is a weapons/health archetype lean — grenade and Super come from the Arc loop, not the stat sheet.

Mods:

Artifact — Tablet of Ruin

Pure Arc artifact that mainlines this build's two engines — Bolt Charge and Amplified — while turning the room-wide Jolt and Blind the Tomb already spreads into extra damage and Champion stun.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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: Arc abilities. - **Anti-Champion:** none intrinsic to the Tomb; source stun from the subclass (jolt + blind); the paired kinetic frame's Anti-Champion mods.