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Arc

Grand Overture — Blind Cannon (Arc Hunter)

Blind-lock crowd control + sustained heavy DPS
Grand Overture on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Heavy · 100 RPM · No intrinsic champion

Centerpiece: Grand Overture (Machine Gun · Heavy · Arc) · Subclass: Arc (Arcstrider) · Role: Blind-lock crowd control + sustained heavy DPS Sandbox: 9.7.0 · Updated 2026-07-03

Hold the trigger and the slug launcher charges, then hoses Arc rounds full-auto; land hits and you load Omega Strike, a micro-missile volley. With the catalyst that volley blinds everything it touches and detonates the corpses. Arc Hunter turns that one blind into a self-feeding engine — the artifact mints Ionic Traces off blinded targets, Arc kills keep you amplified, and while amplified your heavy-ammo kills blind again. The gun manufactures the exact debuff the subclass pays you for, so a room never stops being blind and you never stop being amplified.

The weapon

Wrath of the Colossus (intrinsic): "Heavy slug launcher that charges, then fires full auto while the trigger is held."

Omega Strike (exotic perk): "Land hits with the Slug Launcher to load micro-missiles [Alternate Weapon Action] and then fire to launch several micro-missiles in a volley."

Grand Overture Catalyst: "Omega Strike hits blind combatants. Defeating combatants with Omega Strike causes them to explode."

What it does: full-auto Arc slugs (100 RPM, 70-round mag) give a sustained trash-and-major chip stream, and every hit charges the alt-fire bar. Tap the Alternate Weapon Action and you launch a tracking micro-missile volley — and with the catalyst that volley blinds the whole cluster it lands on, while any combatant it kills detonates. So the gun does two jobs at once: a chunky full-auto damage stream and an on-demand AoE blind plus corpse-explosion that crowd-controls a pack before the slug stream finishes it. The blind is Arc, and it is the hook the whole build is built around — Arc Hunter has more payoffs for blinded targets than any other kit, so the gun is literally feeding its own subclass.

Loadout

SlotPickWhy
SubclassArc — ArcstriderOnly kit that turns blinded targets into Ionic Traces, into amplified, into more blind.
SuperGathering StormThrow-and-stick Arc Staff that jolts a whole pack — a second debuff layer and an Ionic-Trace fountain.
Class abilityGambler's DodgeRefills the melee for the occasional Combination Blow tap; amplified sharpens the reload it feeds.
MovementTriple JumpAir control to reposition the MG, which roots you while charging/firing.
MeleeCombination BlowBackup amplified + heal source when the Trace loop runs dry; not the engine.
GrenadePulse GrenadeLingering Arc DoT for extra add-clear chip; Fallen Sunstar refunds it fast off the Trace flood.
Aspect 1Flow StateDefeating a jolted target makes you amplified — the amplified engine; amplified also sharpens the MG's reload/handling and adds Arc damage resistance.
Aspect 2Lethal CurrentAfter a dodge your next melee jolts and drops an aftershock — an on-demand jolt source that feeds Spark of Ions Traces and Flow State's amplified.
FragmentsSpark of Beacons · Spark of Ions · Spark of Amplitude · Spark of DischargeBlind on amplified heavy kills, Traces off jolt, Orbs off amplified kills, Traces off Arc kills — four spokes of the same wheel.
Exotic armourFallen Sunstar (Helmet)Ionic traces you create move faster and grant additional ability energy — turns the Trace flood into a full ability economy.
WeaponsBarrier Pulse/Scout (primary) + Unstoppable Shotgun/Fusion (special)Coverage picks — they stun the champion types Grand Overture can't while the heavy blinds everything around them.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Grenade. Weapons first — this is a gun-damage build and Grand Overture is the centerpiece; Health for GM survivability under the blind; Grenade to cycle Pulse fast for its Trace tick. Class ability rounds out the safety net for Gambler's Dodge.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Arc/Blind/Ionic-Trace artifact, perfectly aligned with the build's closed loop: it makes Traces off the blind the gun manufactures, adds two extra blind sources, and bonus-damages everything you keep blinded. Champions are covered by Overload jolt (Gathering Storm / Spark of Ions) plus the second weapon — this pool amplifies the blind engine rather than the stun.

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 (5/10)Arc Loader 1eIncreases reload speed of Arc weapons.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect 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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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). Flex/loadout-dependent: bring the right-frame secondaries; slot artifact Arc anti-champion mods where available.