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
Slot
Pick
Why
Subclass
Arc — Arcstrider
Only kit that turns blinded targets into Ionic Traces, into amplified, into more blind.
Super
Gathering Storm
Throw-and-stick Arc Staff that jolts a whole pack — a second debuff layer and an Ionic-Trace fountain.
Class ability
Gambler's Dodge
Refills the melee for the occasional Combination Blow tap; amplified sharpens the reload it feeds.
Movement
Triple Jump
Air control to reposition the MG, which roots you while charging/firing.
Melee
Combination Blow
Backup amplified + heal source when the Trace loop runs dry; not the engine.
Grenade
Pulse Grenade
Lingering Arc DoT for extra add-clear chip; Fallen Sunstar refunds it fast off the Trace flood.
Aspect 1
Flow State
Defeating a jolted target makes you amplified — the amplified engine; amplified also sharpens the MG's reload/handling and adds Arc damage resistance.
Aspect 2
Lethal Current
After 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.
Fragments
Spark of Beacons · Spark of Ions · Spark of Amplitude · Spark of Discharge
Blind on amplified heavy kills, Traces off jolt, Orbs off amplified kills, Traces off Arc kills — four spokes of the same wheel.
Exotic armour
Fallen Sunstar (Helmet)
Ionic traces you create move faster and grant additional ability energy — turns the Trace flood into a full ability economy.
Coverage picks — they stun the champion types Grand Overture can't while the heavy blinds everything around them.
Fragments
Spark of Beaconswhile amplified, Arc Special or Heavy ammo final blows create a blinding explosion — Grand Overture is Arc + Heavy, so even the slug stream blinds
Spark of Ionsdefeating a jolted target or a Bolt Charge target creates an Ionic Trace — feeds the loop off Gathering Storm's jolt
Spark of Amplituderapidly defeating targets while amplified creates an Orb of Power
Spark of DischargeArc weapon final blows have a chance to create an Ionic Trace — every kill is a Trace roll
Why it works (the mechanics)
The gun manufactures its own keystone debuff. Omega Strike + catalyst blinds on hit and explodes on kill. Electrostatic Mind pays out specifically on defeating blinded targets — so the alt-fire is a blind-and-feed button: blind the pack, mow it with the full-auto stream, and every blinded kill spits an Ionic Trace.
Traces to amplified to blind, on a closed loop. Collect a Trace (Electrostatic Mind) and you go amplified. While amplified, Spark of Beacons makes your Arc Heavy final blows create blinding explosions — and Grand Overture is an Arc Heavy weapon. So plain slug-stream kills now blind too, which makes more blinded kills, which makes more Traces. The loop closes on itself and never needs your melee.
Four redundant Trace sources keep amplified pinned up. Blinded kills (Electrostatic Mind), Arc weapon kills (Spark of Discharge), jolted/Bolt-Charge kills from the Super (Spark of Ions), and Pulse Grenade ticks (Touch of Thunder). Amplified is effectively permanent, which means Spark of Beacons is always live, which means the gun is always blinding.
Fallen Sunstar turns the Trace flood into an ability economy. Faster Traces (you catch them all) plus each one dumping ability energy means Pulse Grenade and dodge come back fast — more Traces, more amplified. The gun pays for every ability you own, and the energy is shared with the fireteam.
Amplified is the gun's quality-of-life. Amplified grants improved handling and reload speed, so Grand Overture's charge-up and reload feel noticeably snappier while the loop runs — the DPS stream tightens exactly when the room is densest.
Blind is hard CC, not just damage. A blinded combatant can't shoot and staggers, so an Omega Strike volley shuts down a whole pack of adds (and pressures majors) before they trade a shot — which is why this carries in content where a raw-DPS heavy would just get you killed.
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:
Boots: Arc Weapon Surge ×2 (straight onto Grand Overture) · Orbs of Restoration (orb pickup tops up the least-charged ability, stacking with Sunstar/Traces).
Arms: Grenade Font + Heavy-Handed (melee kills return ammo) or Arc loaders — keep Pulse cycling and the heavy fed.
Chest: Arc Resistance + one off-element resist — flat DR to layer under amplified.
Class item: Powerful Attraction (dodge vacuums orbs/ammo) · Bomber or Reaper.
Surge: Arc Weapon Surge ×2 on the boots — the whole kit is Arc.
Anti-Champion: none intrinsic to the gun (see Champion coverage) — lean on Overload from jolt and bring the right-frame secondaries; slot artifact Arc anti-champion mods where available.
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.
Trace Evidence makes Ionic Traces from rapid precision hits or final blows on Blind or Jolt targets — the build's literal engine, fed by every Omega Strike blind and every Gathering Storm jolt.
The Thick Of It grants Armor Charge + weapon handling for finals while surrounded — fuel for Retinal Burn and a smoother MG feel in the middle of a pack.
Retinal Burn spends an Armor Charge on rapid Arc precision hits to trigger a blinding burst — a fourth blind source straight off the slug stream.
Curative Orbs turns shield breaks into Orbs of Power and elemental pickups into healing, paying off the build's Orb and Trace economy.
Debilitating Wave makes finishers emit an element-matched wave — on Arc it Blinds, an on-demand AoE blind when the gun is between volleys.
Arc Compounding deals increased Arc damage to Blind targets — the whole room is always blind and the gun is Arc, so this is flat uptime damage.
Where it shines
GM Nightfalls and −30 to −40 content: the blind is the survival tool. Omega Strike locks down a room of adds and minibosses while the slug stream deletes them; amplified DR plus the Combination Blow heal covers the gaps. This is the build's home.
Boss and miniboss damage: the full-auto charge stream is real sustained DPS, and Gathering Storm sticks an Arc Staff into the boss for a jolt-debuff DPS window.
Add-dense clear: the corpse-explosion chain from the catalyst turns a blinded pack into a cascade of detonations.
Champion coverage — flag this. Grand Overture is a Machine Gun with a bespoke alt-fire and has no intrinsic champion stun (manifest champion field is null). Its blind hard-CCs champions (stops them shooting) but does not formally stun any type on its own. Cover with Overload via jolt (Gathering Storm / Spark of Ions / Arc artifact Overload mods) and bring Barrier + Unstoppable frame secondaries. Do not rely on the heavy to stun champions — rely on it to blind everything around them while the second weapon stuns the champion itself.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Arc Loader1e
Increases reload speed of Arc weapons.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Utility Kickstart3efill
When 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 Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces 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.