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
Slot
Pick
Why
Subclass
Arc — Arcstrider
Div is Arc; Amplified speeds the catalyst Jolt; the Arc orb economy fuels Star-Eater.
Super
Gathering Storm
Throw-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 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 with Touch of Thunder for sustained add pressure).
Aspect 1
Flow State
Defeating 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 2
Lethal Current
Post-dodge melee jolts + aftershock → more jolt kills → more Amplified uptime + Combination Blow fuel; pairs with Gambler's Dodge.
Fragments
Spark 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 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.
Energy weapon slot
(Div lives here — Special)
Divinity occupies the Special slot.
Kinetic/Primary
Arc 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.
Heavy
A 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)
The cage is a team multiplier; this build maximises its uptime. Weaken is a debuff-bucket ~15% that multiplies 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're already doing). You spend zero loadout slots on Overload coverage; pick your other two weapons' archetypes for Barrier/Unstoppable and you've got 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 a throw-and-stick — you keep the boss in the debuff field, slam the Super stick into it inside the ~15% weaken, and the Star-Eater overcharge 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 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:
Helmet: Harmonic/Arc Siphon (Arc kills → Orbs — stacks the Star-Eater feed) · Hands-On (Super energy on melee kills — Combination Blow pays the Super too) · Heavy/Special Ammo Finder.
Gauntlets: Trace Rifle Loader ×2 (Div reload — you're reloading it constantly to re-arm the catalyst) · Melee Font.
Chest: Arc Resistance ×2 + one off-element (flat DR while planted on the boss).
Boots:Arc Weapon Surge ×2 (Div + Arc primary damage) · Orbs of Restoration (orb pickup → ability energy when low).
Class item:Powerful Attraction (dodge vacuums orbs straight into Star-Eater) · Reaper (dodge → next kill makes an extra Orb) · Super/Class Font.
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
Endgame boss DPS (raids, GMs, dungeon bosses): Div's whole reason to exist. The ~15% team weaken + free crit orb is fireteam-wide; the build adds an overcharged Gathering Storm inside the debuff on top.
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-stun pulse + an Unstoppable heavy), or lean on Gathering Storm's jolt + blind options. Div personally answers the one champion that walls most DPS windows.
Coordinated fireteam content: this is a support anchor — it's best when three teammates are dumping into the crit orb. Solo, it underperforms its reputation; the build's add-clear (Combination Blow) and Super (Star-Eater Gathering Storm) are what give it solo legs.