Weapon: Delicate Tomb (Fusion Rifle · Special · Arc) · Subclass: Arcstrider · Role: Ionic-Trace battery that feeds Bolt Charge + permanent Amplified Sandbox: 9.7.0 · Created 2026-06-16
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 (air-dodge reload + Radiant) 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.
Traitor's Vessel (verbatim): "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 (verbatim): "Collecting an Ionic Trace partially reloads the magazine from reserves."
So: 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/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; ADS tightens it for a single target. Every Trace it makes is the input to the entire Arc Hunter kit below.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Native Ionic-Trace → Bolt Charge → Amplified economy; Tomb is the Trace source. | |
| Super | Stick the staff into the pack/boss → standing jolt field; jolted kills make more Traces (Spark of Ions). (Storm's Edge if you want roaming burst.) | |
| Class ability | Reloads the Tomb on demand; pairs with Lethal Current's empowered melee. | |
| Melee | Dodge → empowered melee chain; melee kills refund dodge → another reload. (Any Arc melee works; this keeps the loop spinning.) | |
| Grenade | With Touch of Thunder, a roaming thundercloud — extra jolt source feeding Spark of Ions Traces. | |
| Aspect 1 | Defeating a jolted target makes you Amplified — and the Tomb/grenade/Super jolt constantly. Amplified = +reload/handling/move on the Tomb. | |
| Aspect 2 | After dodging, next melee jolts + aftershock — manufactures the jolted targets Flow State and Spark of Ions both want. |
Soaring Fusilier (verbatim): "Air dodge reloads all of your weapons and improves the airborne effectiveness of Fusion Rifles and Linear Fusion Rifles; final blows with these weapons make you radiant. Provides a moderate benefit to the airborne effectiveness stat of Fusion Rifles and Linear Fusion Rifles."
This is the Hunter Fusion exotic. Air-dodge = a full instant reload of the Tomb with zero animation, and Fusion final blows make you
Radiant (≈+10% weapon damage to the whole team's guns). The Tomb stays loaded two ways — Rain of Fire's air-dodge and the catalyst's Trace-reload — so it effectively never stops to reload. Radiant on Tomb kills layers a flat damage buff on top of the Arc economy.
Weapons 200 → Health 100 → Class 100+. Weapons maxes the Tomb's PvE output and reload/handling; Health is cheap survivability under near-constant Amplified DR; Class feeds Marksman's Dodge (the reload + Lethal Current enabler) and Combination Blow refunds. Grenade/Super as leftover (the grenade is a jolt utility, not the damage).
Mods: Fusion Rifle Loader + Fusion Rifle Scavenger (the Tomb is your workhorse), Arc Weapon Surge ×2/×3 on boots (straight onto the Tomb), Harmonic/Arc Siphon (helmet → Orbs off Arc kills, stacking with Spark of Amplitude), Special Ammo Finder/Finisher to keep reserves topped for the catalyst loop,
Orbs of Restoration (Orb pickup → ability energy). Champions: lean on jolt + blind + your archetype frames (below), not the Tomb's own stun.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (9/10) | Arc Siphon 3e | Rapid Arc weapon final blows create an Orb of Power. |
| Special Ammo Finder 3e | Increases the effect of all contributions towards the Special ammo meter. | |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Arc Scavenger 1e | Arc weapons get bonus reserves when picking up ammo used by that weapon. |
| Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Arc Weapon Surge 1e | 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) | Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Bomber 1e fill | Reduces grenade cooldown when using your class ability. | |
| Powerful Attraction 2e fill | 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: stacking with Spark of Amplitude); not the Tomb's own stun.