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Arc

Hard Light — Chromatic Current (Hunter)

Amplified add-clear engine + champion-flexible primary
Hard Light 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 Void · Primary · 600 RPM · No intrinsic champion

Centerpiece: Hard Light (Auto Rifle · Primary · Arc) · Subclass: Arc / Arcstrider · Role: Amplified add-clear engine + champion-flexible primary Sandbox: 9.7.0 · Updated 2026-07-03

Hard Light's catalyst is a love letter to Arc Hunter: it pays you reload, handling and ADS speed the whole time you're amplified. So build a subclass that lives at full amplified uptime, switch the gun to Arc with The Fundamentals, and you have a ricocheting, overpenetrating primary that reloads itself and never falls off range. Dodge, jolt-melee, go amplified, Light Touch comes online, and you bounce rounds off the walls into the whole pack.

The weapon

Volatile Light (intrinsic): "Rounds fired from this weapon have reduced damage falloff, overpenetrate targets, and ricochet off hard surfaces. Projectile damage increases after bounce."

The Fundamentals (Alternate Weapon Action): "[Alternate Weapon Action] : Changes this weapon's damage type." — Hard Light cycles Void / Arc / Solar on the fly; this build pins it to Arc.

Hard Light Catalyst — Light Touch: "This weapon gains reload speed, handling, and aim down sight speed when you are amplified, radiant, or have Devour."

What it does: overpenetration plus wall-ricochet turns a 600 RPM auto rifle into a room-clearer — rounds punch through the front rank and bend off cover into targets you can't see, dealing more damage per bounce. Reduced falloff means it hits like a close-range gun out to mid-long range, so a dense corridor is its best case and a strung-out pack is still lethal. The Fundamentals lets you set the damage type, and this build locks it to Arc so the gun benefits from Arc surge and the subclass's Ionic economy. The catalyst then removes Hard Light's only real weakness — its mediocre handling and reload — the instant you're amplified, which on this Arcstrider is essentially always.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)Amplified-on-demand keeps Light Touch live; jolt and blind give the crowd control the gun lacks.
SuperGathering StormAnchored AoE that jolts a whole room, priming the pack for the ricochet clear; save it for boss/champion burst.
Class abilityGambler's DodgeRefunds melee energy near enemies — the melee is the amplified trigger, so this reloads the loop's ignition.
MovementTriple JumpAir control to reposition for ricochet angles off walls and cover.
MeleeCombination Blow / Disorienting Blow (charged Arc melee)The jolt/blind tool Lethal Current and Flow State key off; refunded by Gambler's Dodge.
GrenadeFlux Grenade (or Pulse)Big single-target jolt-able burst; Pulse if you'd rather farm Ionic Traces from Arc Web/Static Charge.
Aspect 1Lethal Current"After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock." — manufactures the jolted targets the loop needs.
Aspect 2Flow State"Defeating a jolted target makes you amplified." — the amplified engine that lights up Light Touch every time a jolted target dies.
FragmentsSpark of Discharge · Spark of Ions · Spark of Amplitude · Spark of ResistanceIonic Traces on Arc kills and jolt kills, Orbs while amplified, and DR while surrounded.
Exotic armourLiar's Handshake (Gauntlets)"Cross Counter" turns the Arc melee that starts the loop into a free, self-healing counterpunch.
WeaponsSpecial (Strand/Solar — Glaive or fusion) · Heavy (Machine Gun or Rocket)Special stays off-Arc so it doesn't fight the Arc surge; Heavy is the boss-DPS Hard Light doesn't do.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Melee. Weapons is the priority — it's a primary-weapon build and Weapons scales PvE weapon damage in 9.7.0. Health next (amplified DR, Liar's heal and Spark of Resistance cover the rest), then Melee to keep the trigger charged alongside Gambler's refunds. Class ability uptime feeds Lethal Current but rides on Gambler's Dodge more than raw stat.

Mods:

Artifact — Hunter's Journal

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 (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Arc Resistance 1e fillReduces 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 (6/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Time Dilation 3eYour decaying Armor Charge has a longer duration.

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: the Special/Heavy (see Champion coverage).