Hold the trigger on a boss and Divinity wraps it in a weakening cage with a giant crit spot the whole fireteam shoots into — a team-wide damage debuff plus a free precision target for everyone. The cost is your hands: it is a sustained, hold-on-target weapon, so the build's job is to make holding it pay you back. Arc Hunter does exactly that — Div's own Judgment stun covers Overload, the Arc loop floods Orbs while you hold trigger, and Star-Eater Scales converts that orb flood into an overcharged Super you cast the instant the cage is up. You are the debuff, the Overload answer, and the burst, off one weapon you never put down.
The weapon
Judgment (intrinsic):"Sustained damage with this weapon envelops the target in a field that weakens and stuns them. Strong against [Disruption] Overload Champions."
Catalyst — Jolting Feedback / Focused Fury:"Dealing repeated damage with this weapon inflicts Jolt. While amplified, Jolt is applied faster. / Focused Fury: Dealing a portion of the magazine as precision damage grants this weapon bonus damage. The shot count is reset whenever the weapon is reloaded or stowed."
What it does: sustained fire builds the cage — a debuff field that weakens the target (a debuff-bucket multiplier that stacks on top of every weapon perk, for the whole team) and spawns an oversized critical-hit orb anyone can shoot. Sustained damage also stuns Overload champions intrinsically — no seasonal mod needed. The catalyst adds Jolt on sustained damage (faster while Amplified, which this subclass keeps up permanently) and Focused Fury bonus damage once you have put a chunk of the mag through the crit orb. Div does mediocre solo DPS by design; its value is the cage. The build exists to keep the cage glued on and turn the downtime into Super energy.
Loadout
Slot
Pick
Why
Subclass
Arc — Arcstrider
Div is Arc; Amplified speeds the catalyst's Jolt, and the Arc orb economy fuels Star-Eater.
Super
Gathering Storm
Throw-and-stick Super — cast it without leaving the cage's sightline; jolts the whole pack and lands a massive single-target stick on the boss inside the debuff.
Class ability
Gambler's Dodge
Melee energy near enemies keeps Combination Blow / Lethal Current rolling between trigger-holds.
Movement
Triple Jump
Air control to reposition while keeping the cage in view.
Melee
Combination Blow
Melee kills chain damage/heal/melee-refund — your add-clear between boss phases without dropping Div for a primary.
Grenade
Flux Grenade
Stick-and-burst single-target adder on the caged boss (or Pulse for sustained add pressure).
Aspect 1
Flow State
Defeating a jolted target makes you Amplified; Div's catalyst jolts on sustained fire, so the cage keeps you Amplified for free, which loops back to speed the catalyst's Jolt.
Aspect 2
Lethal Current
Post-dodge melee gains lunge, jolts the target, and creates a damaging aftershock — more jolt kills, more Amplified uptime, more Combination Blow fuel; pairs with Gambler's Dodge.
Fragments
Spark of Ions · Spark of Discharge · Spark of Amplitude · Spark of Resistance
Ionic-Trace flow drives ability uptime; the orb fragment is the Star-Eater feed; Resistance keeps you alive while planted on the boss.
Exotic armour
Star-Eater Scales (Legs)
Orb pickups overcharge a full Super; cast inside the cage for a healing, +damage, overshielded Gathering Storm burst. The Arc orb flood pays for it.
Weapons
Arc Primary (Voltshot auto/pulse) + boss-DPS Heavy (Linear Fusion / Rocket / Heavy Trace)
Div holds the Special slot; the Arc primary keeps Discharge/Ions firing and clears adds so you can re-plant Div, and the Heavy is the gun that cashes in the cage's weaken + crit orb.
Fragments
Spark of Ionsjolt kill → Ionic Trace) · Spark of Discharge (Arc weapon kills → Ionic Trace + Bolt Charge — Div is Arc) · Spark of Amplitude (rapid Amplified kills → Orbs of Power — the Star-Eater feed) · Spark of Resistance (+10 Melee, DR while surrounded
Why it works (the mechanics)
The cage is a team multiplier; this build maximises its uptime. Weaken is a debuff-bucket multiplier that boosts every damage source hitting the target — your Heavy, your Super, and all three teammates. The build never asks Div to do damage; it asks Div to stay on target, and everything else is structured so you can hold the trigger without going dry.
Div is its own Overload answer — for free. Judgment stuns Overload intrinsically on sustained fire (the exact thing you are already doing). You spend zero loadout slots on Overload coverage; pick your other two weapons' archetypes for Barrier/Unstoppable and you have all three champions.
The catalyst and the subclass are a closed Jolt↔Amplified loop. Jolting Feedback jolts on sustained fire and applies faster while Amplified. Flow State makes you Amplified off jolted kills. So: hold Div → jolt → jolted target dies → Amplified → catalyst jolts faster → more jolted kills. The loop self-sustains the instant the cage is up.
Holding the trigger is the Super battery. Spark of Discharge (Arc weapon kills) + Spark of Ions (jolt kills) flood Ionic Traces; Spark of Amplitude turns your constant Amplified kills into Orbs of Power. Star-Eater Scales eats those orbs into an overcharged Super. The downtime between cage re-applies is spent generating the exact resource your big Super needs.
Gathering Storm casts without abandoning the cage. Unlike Arc Staff (a roaming Super that pulls you off the boss), Gathering Storm is throw-and-stick — you keep the boss in the debuff field, slam the Super stick into it inside the weaken, and the Star-Eater overcharge (up to +70% Super damage at x6) stacks on top. Maximum burst, zero cage downtime.
Combination Blow + Lethal Current handle adds without dropping Div. Gambler's Dodge → Lethal Current jolt melee → Combination Blow chain clears the pack and heals you, all of which feed more jolted kills → Amplified → Discharge/Ions traces. Add-clear and Super-battery are the same actions.
Stats & mods
Super 200 → Weapons → Health. Super because the whole build funnels orbs into one overcharged Gathering Storm; Weapons for Div's sustained damage and your Heavy cash-in; Health for survivability while planted on the boss; Class rounds it out to keep Gambler's Dodge cycling.
Archetype lean: pieces favouring Super / Weapons (Powerhouse), with a Grenadier/Gunner mix; trade Class → Super to push the Super stat.
Mods:
Boots: Arc Weapon Surge ×2 (Div + Arc-primary damage) · Orbs of Restoration (orb pickup → ability energy when low).
Arms: Trace Rifle Loader ×2 (Div reload — you re-arm the catalyst constantly) · Melee Font.
Chest: Arc Resistance ×2 + one off-element (flat DR while planted on the boss).
Class item: Powerful Attraction (dodge vacuums orbs straight into Star-Eater) · Reaper (dodge → next kill makes an extra Orb).
Surge: Arc Weapon Surge (matches Div and the Arc primary).
Anti-Champion: none needed for Overload — Div's Judgment stun is intrinsic; slot Barrier/Unstoppable via your other two weapons' archetypes if the activity demands it.
Artifact — Slayer Baron Apothecary Satchel
This Arc-heavy pool turbo-charges the build's real engine — Div jolts and blinds the caged target, so the artifact converts those debuffs into Ionic Traces, Orbs and Arc damage bonuses while Div's own Judgment stun already covers Overload.
Trace Evidence makes rapid precision/final blows on Jolted or Blinded targets spawn Ionic Traces — exactly what Div's catalyst sets up: Div jolts on sustained fire and lands constant precision hits.
Power From Pain grants Devour and a Void Breach for rapid blows on weakened targets — Div's cage Weakens, so it pays straight into the T3 melee feed.
Curative Orbs spawns Orbs of Power on shield breaks — direct Star-Eater fuel.
Retinal Burn spends Armor Charge on Arc precision to Blind, paying into Arc Compounding.
Debilitating Wave emits an Arc wave on finisher that matches your equipped Arc Super.
Arc Compounding makes Arc sources hit Blinded targets harder — Div, primary and Gathering Storm are all Arc and the build keeps things Blinded.
Served Cold turns the Void Breaches from Power From Pain into melee energy — feeds Combination Blow / Lethal Current.
Where it shines
Endgame boss DPS (raids, GMs, dungeon bosses): Div's whole reason to exist — the fireteam-wide weaken + free crit orb, with an overcharged Gathering Storm cast inside the debuff on top.
Coordinated fireteam content: this is a support anchor, best when three teammates are dumping into the crit orb. Solo it underperforms its reputation; the build's Combination Blow add-clear and Star-Eater Gathering Storm give it solo legs.
Champion coverage:Overload — intrinsic to Divinity (sustained-fire Judgment stun, no mod). Cover Barrier and Unstoppable via your Primary and Heavy archetypes (e.g. a Barrier pulse + an Unstoppable heavy). Div personally answers the one champion that walls most DPS windows.
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 (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (5/10)
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: the Arc primary). - **Anti-Champion:** none needed for Overload — Div's Judgment stun is intrinsic; slot Barrier/Unstoppable via your other two weapons' archetypes if the activity demands it.