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.
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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | The blind/amplified verb set Ex Diris is built around. | |
| Super | Sticky lightning rod jolts a whole pack; jolted-kill Ionic Traces feed amplified. (Arc Staff fine if you prefer roaming.) | |
| Class ability | Melee energy near enemies; refunds the melee that runs the blind loop. | |
| Melee | Melee blinds on hit — a second on-demand blind source the fragments key off. | |
| Grenade | Blinds on the initial blast — third blind source, ties the whole CC theme together. | |
| Aspect 1 | Defeating 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 2 | Defeating 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. | |
| Fragments | Three blind/amplified amplifiers + an orb feed. | |
| Exotic armour | 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/Jolt | Jolt → 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. |
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.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (9/10) | Special Ammo Finder 3e | Increases the effect of all contributions towards the Special ammo meter. |
| Arc Siphon 3e | Rapid Arc weapon final blows create an Orb of Power. | |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Arms (6/10) | Utility Kickstart 3e fill | When 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 fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Arc Scavenger 1e | Arc weapons get bonus reserves when picking up ammo used by that weapon. |
| Arc Weapon Surge 1e | Your 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 | Your 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 1e | Reduces melee cooldown when using your class ability. |
| Bomber 1e | Reduces grenade cooldown when using your class ability. | |
| Reaper 1e fill | Shortly 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).