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Arc

Delicate Tomb — Trace Engine (Hunter)

Ionic-Trace battery that feeds Bolt Charge + permanent Amplified
✓ Manifest Arc · Special · No intrinsic champion

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.

The weapon

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.

Loadout

SlotPickWhy
SubclassArcstriderNative Ionic-Trace → Bolt Charge → Amplified economy; Tomb is the Trace source.
SuperGathering StormStick 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 abilityMarksman's DodgeReloads the Tomb on demand; pairs with Lethal Current's empowered melee.
MeleeCombination BlowDodge → empowered melee chain; melee kills refund dodge → another reload. (Any Arc melee works; this keeps the loop spinning.)
GrenadeStorm GrenadeWith Touch of Thunder, a roaming thundercloud — extra jolt source feeding Spark of Ions Traces.
Aspect 1Flow StateDefeating a jolted target makes you Amplified — and the Tomb/grenade/Super jolt constantly. Amplified = +reload/handling/move on the Tomb.
Aspect 2Lethal CurrentAfter dodging, next melee jolts + aftershock — manufactures the jolted targets Flow State and Spark of Ions both want.
Fragments

Exotic armour — Rain of Fire (Leg Armor)

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.

Why this works (the mechanics)

Stats & mods

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.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Arc Siphon 3eRapid Arc weapon final blows create an Orb of Power.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
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 Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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 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: stacking with Spark of Amplitude); not the Tomb's own stun.