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Arc

Ex Diris — Moth Swarm (Hunter)

Add-clear + crowd-control blind engine
✓ Manifest Arc · Special · 90 RPM · No intrinsic champion

Weapon: Ex Diris (Grenade Launcher · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Add-clear + crowd-control blind engine Sandbox: 9.7.0 · Created 2026-06-16

A Special Arc wave-frame GL that spits out homing moths which blind whatever they reach. The catalyst makes its kills make you amplified; one Arc fragment turns every amplified Ex Diris 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 exotic that literally throws 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."

A single-shot, 90 RPM Special grenade launcher firing Arc projectiles. Two things matter: (1) Loyal Moths spawns seeking detonators on kills/rapid hits that blind on contact — free area crowd-control with no aiming, and (2) enraged ramps fire rate when you're dealing damage, which the catalyst accelerates while amplified. The catalyst closes the loop: Ex Diris kills → amplified → enrages faster + (via Spark of Beacons) blinding explosions on every kill. It's not a DPS weapon — it's a neutralise-the-room weapon that pays you in blind and amplified.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)The blind/amplified verb set Ex Diris is built around.
SuperGathering StormSticky lightning rod jolts a whole pack; jolted-kill Ionic Traces feed amplified. (Arc Staff fine if you prefer roaming.)
Class abilityGambler's DodgeMelee energy near enemies; refunds the melee that runs the blind loop.
MeleeDisorienting BlowMelee blinds on hit — a second on-demand blind source the fragments key off.
GrenadeFlashbang GrenadeBlinds on the initial blast — third blind source, ties the whole CC theme together.
Aspect 1Electrostatic MindDefeating jolted or blinded targets creates an Ionic Trace; collecting one makes you amplified. The loop's heart — Ex Diris blinds everything, so every kill feeds a Trace → amplified.
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified, dodge recharges faster, more resilient while dodging, greatly increased reload. Second amplified source + huge reload on a 1-in-mag GL.
FragmentsSpark of Beacons (amplified + Arc Special/Heavy final blow → blinding explosion — Ex Diris is an Arc Special), Spark of Brilliance (precision-kill a blinded target → blinding explosion, +10 Super), Spark of Ions (jolted/Bolt-Charge kill → Ionic Trace), Spark of Amplitude (rapid kills while amplified → Orb of Power)Three blind/amplified amplifiers + an orb feed.
Exotic armourMothkeeper's Wraps (Gauntlets)Defeat targets to charge cages of loyal moths that fly toward nearby targets or allies. The literal moth-twin to Loyal Moths — Arc moths blind. Two independent moth swarms blanketing the room in blind.
Weapon 2 (Primary)Arc Primary with Voltshot/JoltJolt → Electrostatic Mind Trace + Spark of Ions Trace; precision finishes blinded targets for Spark of Brilliance.
Weapon 3 (Heavy)Machine Gun or LMG (Arc)Boss/champion damage Ex Diris can't deliver; Arc keeps surge mods + Spark of Discharge relevant.

Why this works (the mechanics)

Stats & mods

Weapons 100+ → Super → Class. Weapons for PvE 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/Melee can sit mid — the blind verbs come from the weapon, not the abilities, so they're insurance, not the engine.

Archetypes: Gunner/Specialist pieces favouring Weapons + Super. Mods: Grenade Launcher loaders + scavengers (1-in-mag reserves matter), Arc Weapon Surge ×2 on boots for the Primary/Heavy, Special Ammo Finder/Finisher to keep Ex Diris fed, Harmonic/Arc Siphon on helmet (amplified kills + Spark of Amplitude already flood Orbs — Siphon adds more). Orbs of Restoration to convert that orb flood back into ability energy. Bomber/Outreach on the class item to speed the dodge that runs the melee blind.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Arc Siphon 3eRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
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 (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Arc Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).