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Arc

Divinity — The Cage (Hunter)

Team-debuff anchor + Overload stun + Super battery
✓ Manifest Arc · Special · 1000 RPM · Overload

Weapon: Divinity (Trace Rifle · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Team-debuff anchor + Overload stun + Super battery Sandbox: 9.7.0 · Created 2026-06-16

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 flat ~15% damage debuff plus a free precision target for everyone. The cost is your hands: it's 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: ~2.5 s of 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've 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 Jolt; the Arc orb economy fuels Star-Eater.
SuperGathering StormThrow-and-stick Super — you cast it without leaving the cage's sightline; jolts the whole pack; 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 with Touch of Thunder for sustained add pressure).
Aspect 1Flow StateDefeating a jolted target → 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 jolts + aftershock → more jolt kills → more Amplified uptime + Combination Blow fuel; pairs with Gambler's Dodge.
FragmentsSpark of Ions (jolt kill → Ionic Trace), Spark of Discharge (Arc weapon kills → Ionic Trace — Div is Arc), Spark of Amplitude (Amplified kills → Orbs of Power → feeds Star-Eater), Spark of Resistance (+10 Melee, DR when surrounded)Trace flow = 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.
Energy weapon slot(Div lives here — Special)Divinity occupies the Special slot.
Kinetic/PrimaryArc Primary (e.g. an Arc auto/pulse with Voltshot or a Strand/Kinetic add-clear)Your hands when the cage is set — keeps Spark of Discharge/Ions firing; clears adds so you can re-plant Div.
HeavyA boss-DPS Heavy (Linear Fusion / Rocket / Heavy Trace Microcosm)This is the gun that cashes in the cage — Div debuffs, you (or the team) dump Heavy into the crit orb.

Why this works (the mechanics)

Stats & mods

Super 200 → Weapons 100+ → Health 100 → Class. 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; Class to keep Gambler's Dodge cycling.

Archetypes: pieces favouring Super / Weapons (Powerhouse) and a Grenadier/ Gunner mix. Stat tuning: trade Class → Super to push the Super stat.

Mods, by piece:

The orb economy (Arc Siphon + Spark of Amplitude + Reaper + Powerful Attraction) is the quiet engine: Arc kills and Amplified kills make orbs, dodge scoops them, Star-Eater overcharges the Super — all while your trigger finger never leaves Div.

Where it shines