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Arc

Ex Diris — Moth Swarm (Arc Hunter)

Add-clear + crowd-control blind engine
Ex Diris on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Special · 90 RPM · No intrinsic champion

Centerpiece: Ex Diris (Grenade Launcher · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Add-clear + crowd-control blind engine Sandbox: 9.7.0 · Updated 2026-07-03

A Special Arc wave-frame launcher that spits out homing moths which blind whatever they reach. The catalyst makes its kills leave you amplified; one Arc fragment turns every amplified kill into a blinding explosion, another turns killing the blinded into an Ionic Trace that re-amplifies you. The moths are the hook, but the build is the self-licking loop they start: blind, kill, amplified, blind. Pair it with the gauntlets that literally throw more moths and the room never gets to shoot back.

The weapon

Corrupted Nucleosynthesis (intrinsic): "This weapon enrages when dealing or taking sustained damage, gaining increased rate of fire while enraged."

Loyal Moths (trait): "Final blows and rapid direct hits with this weapon create a loyal moth. The moth will seek out nearby targets and detonate, damaging and blinding them."

Catalyst — Berserk Rush: "Weapon enrages faster while amplified. Final blows with this weapon make you amplified."

Ex Diris is a single-shot, 90 RPM Special Grenade Launcher firing Arc projectiles. Two things carry it. First, Loyal Moths spawns seeking detonators on kills and rapid direct hits that blind on contact — free, no-aim area crowd-control. Second, enraged ramps fire rate as you deal damage (each direct hit adds 25% enrage progress, climbing toward roughly 126 RPM at maximum), and the catalyst accelerates that ramp while amplified. The catalyst also closes the loop directly: a kill makes you amplified for 15 seconds, so the enrage ramp is effectively permanent and every kill re-arms the Arc fragments. It is not a DPS weapon — it is a neutralise-the-room tool that pays you in blind and amplified for staying in the fight.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)The blind/amplified verb set Ex Diris is built around.
SuperGathering StormSticky lightning rod jolts a whole pack; jolted kills feed Ionic Traces and amplified.
Class abilityGambler's DodgeRefunds melee energy near enemies, keeping the on-demand blind melee up.
MovementTriple JumpMaximum air control to reposition over blinded packs between reloads.
MeleeDisorienting BlowMelee blinds on hit — a second on-demand blind source the fragments key off.
GrenadeFlashbang GrenadeBlinds on the initial blast — third blind source, reinforcing the whole CC theme.
Aspect 1Electrostatic MindDefeating jolted or blinded targets creates an Ionic Trace; collecting one makes you amplified — the loop's heart, since Ex Diris blinds everything.
Aspect 2Flow StateSecond amplified source (jolted kills) plus greatly increased reload while amplified — huge on a 1-in-mag GL.
FragmentsSee line belowThree blind/amplified amplifiers plus an Orb feed.
Exotic armourMothkeeper's Wraps (Gauntlets)Its cages of loyal moths blind on impact — a second, independent moth swarm blanketing the room.
WeaponsArc Primary (Voltshot/Jolt) + Arc Machine Gun/LMGPrimary jolts for Traces and precision-finishes blinded targets; Heavy delivers the boss damage Ex Diris can't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Super → Class. Weapons for damage across the Arc Primary and Ex Diris's chip; Super to cycle Gathering Storm (the pack-jolt that backfills Traces); Class to keep Gambler's Dodge feeding the melee blind. Grenade and Melee can sit mid — the blind verbs come from the weapon, so the abilities are insurance, not the engine.

Archetype lean: Gunner/Specialist pieces favouring Weapons + Super.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Arc-native artifact, and it reads like it was written for this loop: it pays off Blind, Jolt, Ionic Trace and Orbs while adding the Grenade Launcher and Unstoppable coverage Ex Diris can't carry itself.

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 (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 (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Arc Resistance 1e fillReduces incoming Arc 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.
Arc Weapon Surge 1e fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using 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).