← Back
Arc

Divinity — The Cage (Arc Hunter)

Team-debuff anchor + Overload stun + Super battery
Divinity on light.gg
✓ Manifest Arc · Special · 1000 RPM · Overload

Centerpiece: Divinity (Trace Rifle · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Team-debuff anchor + Overload stun + Super battery Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassArc — ArcstriderDiv is Arc; Amplified speeds the catalyst's Jolt, and the Arc orb economy fuels Star-Eater.
SuperGathering StormThrow-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 abilityGambler's DodgeMelee energy near enemies keeps Combination Blow / Lethal Current rolling between trigger-holds.
MovementTriple JumpAir control to reposition while keeping the cage in view.
MeleeCombination BlowMelee kills chain damage/heal/melee-refund — your add-clear between boss phases without dropping Div for a primary.
GrenadeFlux GrenadeStick-and-burst single-target adder on the caged boss (or Pulse for sustained add pressure).
Aspect 1Flow StateDefeating 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 2Lethal CurrentPost-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.
FragmentsSpark of Ions · Spark of Discharge · Spark of Amplitude · Spark of ResistanceIonic-Trace flow drives ability uptime; the orb fragment is the Star-Eater feed; Resistance keeps you alive while planted on the boss.
Exotic armourStar-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.
WeaponsArc 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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
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 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically 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.