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
Slot
Pick
Why
Subclass
Arcstrider
Native Ionic-Trace → Bolt Charge → Amplified economy; the Tomb is the Trace source.
Super
Gathering Storm
Stick the staff into the pack/boss for a standing jolt field; jolted kills make more Traces via Spark of Ions.
Class ability
Marksman's Dodge
Reloads the Tomb on demand and arms Lethal Current's empowered melee.
Movement
Triple Jump
Extra air control to line up Rain of Fire air-dodges and reposition for hip-fire spread.
With Touch of Thunder, a roaming thundercloud — an extra jolt source feeding Spark of Ions Traces.
Aspect 1
Flow State
Defeating a jolted target makes you Amplified, which greatly speeds Tomb reload and dodge recharge.
Aspect 2
Lethal Current
After 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.
Fragments
Discharge · Ions · Amplitude · Beacons
Two extra Trace sources plus Amplified-payoff (Orbs + blinding explosions).
Exotic armour
Rain of Fire (Leg Armor)
Air-dodge = instant full reload of every weapon; Fusion final blows make you Radiant.
Weapons
Kinetic champion-stun primary + Heavy MG/Rocket
Cover the champion stun the Tomb lacks and the boss DPS its Special profile can't close.
Fragments
Spark of DischargeArc weapon final blows → Ionic Trace, a second Trace source stacked on the Tomb's intrinsic
Spark of Ionsjolted kill OR Bolt-Charge kill → Ionic Trace, closing the jolt→Trace loop
Spark of Amplituderapid kills while Amplified → Orbs of Power
Spark of Beaconswhile Amplified, Arc Special/Heavy final blows → blinding explosion — the Tomb is an Arc Special, so it's free add-control + soft-stun on every Amplified kill
Why it works (the mechanics)
The gun is the fuel source, not just the damage. Delicate Tomb's intrinsic makes Ionic Traces on kills (always from powerful foes and opposing Guardians). Arc 3.0's entire defensive and offensive loop runs on Traces, so this is the rare weapon whose kills are the build's input resource. You don't farm uptime; you shoot adds.
Two Trace sources stack on the gun. The intrinsic prints Traces, and Spark of Discharge adds a second roll on every Arc weapon kill. Trace density goes from "sometimes" to "constant," which means the catalyst (Ionic Interment) keeps partial-reloading the mag off pickups — the Tomb self-feeds in any fight with bodies.
Traces → Bolt Charge, jolt → Traces — a closed ring. Lethal Current and Storm Grenade (Touch of Thunder) blanket the room in jolt; Spark of Ions turns every jolted kill into another Trace; collecting Traces builds Bolt Charge; Bolt-Charge kills also make Traces via Ions. The ring never empties while you're killing.
Permanent Amplified via Flow State. Defeating a jolted target grants Amplified. Your jolt is everywhere — melee, grenade, Super, Bolt Charge — so you're killing jolted things nonstop and Amplified stays pinned. Amplified greatly increases the Tomb's reload speed and makes you more resilient while dodging, and Rain of Fire wants you airborne and dodging.
Amplified turns the Tomb into a stun-and-blind add cannon.Spark of Beacons triggers on Arc Special/Heavy final blows while Amplified — the Tomb is exactly that — so every Amplified kill drops a blinding explosion. Blind is crowd control and the Arc soft-stun. Spark of Amplitude turns the rapid Amplified kills into Orbs of Power for the team.
Rain of Fire keeps it loaded for free and pays Radiant. Air-dodge is an instant full reload of every weapon plus the Fusion-kill Radiant buff. Between that and the catalyst's Trace-reload, you almost never see the reload animation, and Radiant stacks a flat weapon-damage buff on top of the whole Arc economy.
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.
Arms: Fusion Rifle Loader — trims the reload the loop doesn't already cover.
Chest: resist mods to lean into the Amplified uptime; Special Ammo Finisher to keep reserves topped for the catalyst loop.
Class item: Orbs of Restoration (Orb pickup → ability energy) + Special Ammo Finder.
Surge: Arc Surge — all damage funnels through an Arc weapon and Arc abilities.
Anti-Champion: none intrinsic to the Tomb; source stun from the subclass (jolt + blind) and the paired kinetic frame's Anti-Champion 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):
Tier 1: Dielectric · Elemental Siphon
Tier 2: Flashover · Harsh Refraction · Gold From Lead
Dielectric grants Bolt Charge on Arc-debuffed kills and spawns an Orb plus a heal on rapid kills — it feeds the exact Bolt Charge and Orb loop the build runs on.
Elemental Siphon mints Arc elemental pickups on Arc/Kinetic final blows — extra Ionic Traces stacked on the Tomb's own intrinsic, feeding the Bolt Charge and Amplified battery.
Flashover pushes max Bolt Charge into Amplified plus harder-hitting bolts, locking in the permanent-Amplified state Flow State already chases.
Harsh Refraction buffs Trace Rifle damage against elementally-debuffed targets — situational here, since the Tomb is a Fusion, not a Trace Rifle. It only pays if you slot an Arc Trace Rifle, where the build's blanket Jolt/Blind makes nearly everything qualify; otherwise it's dead. Swap-candidate if you don't run one.
Gold From Lead lets Special pickups grant Heavy — the Special-hungry Tomb tops up your boss slot as you feed the catalyst.
Particle Reconstruction refills the mag from reserves on sustained Fusion Rifle damage — a literal Tomb reload mod stacking with the catalyst.
Defibrillating Blast converts Champion stun into max Bolt Charge with bolts that jolt and heal — the Champion payoff that feeds the jolt ring.
Where it shines
Add-dense PvE — GMs, Nightfalls, dungeons, Onslaught. Hip-fire spread melts packs at close-mid range; every kill is a Trace, so the more enemies, the more the economy snowballs.
-Power / high-tier content. Guaranteed Traces from powerful foes and minibosses mean the loop strengthens where other ammo engines starve.
Champion coverage: Delicate Tomb has no intrinsic champion stun (manifest champion field is empty). You cover champions with the subclass, not the gun — Blind (Spark of Beacons, the Arc soft-stun on Amplified kills) and jolt + Gathering Storm lock them down. Bring a kinetic/primary with a real Barrier or Unstoppable stun archetype for guaranteed coverage; the Tomb handles the room, not the champion's stun bar.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
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: Arc abilities. - **Anti-Champion:** none intrinsic to the Tomb; source stun from the subclass (jolt + blind); the paired kinetic frame's Anti-Champion mods.