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Arc

Heir Apparent — Bulwark (Arc Hunter)

Spun-up suppressing-fire anchor — blind the room, tank the return fire
Heir Apparent 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 Solar · Heavy · 900 RPM · No intrinsic champion

Centerpiece: Heir Apparent (Machine Gun · Heavy · Arc) · Subclass: Arc / Arcstrider · Role: Spun-up suppressing-fire anchor — blind the room, tank the return fire Sandbox: 9.7.0 · Updated 2026-07-03

Aim down sights, the rotary barrel spins up, and an Arc shield snaps into being in front of you. Now you're a 900-RPM area-denial turret that shrugs off the fire it's drawing. Every kill while amplified triggers a blinding explosion, so suppressing fire also stuns the whole room — behind a shield that partially reloads itself when it pops. The Arc subclass keeps you amplified; the shield lets you stand still long enough to abuse it.

The weapon

Heavy Slug Thrower (intrinsic, verbatim): "[Aim Down Sights] : Spins up this weapon. This weapon can be fired only when fully spun up."

Catalyst — Legion's Bulwark (verbatim): "Increases the Arc shield's durability and partially reloads the magazine if it is destroyed."

What it does: ADS spins the barrel; once fully spun up an Arc shield materialises in front of you and the gun fires at 900 RPM out of a 115-round magazine. The shield soaks incoming fire from the front while you hose down a lane. The catalyst makes that shield tankier and — the part that drives the loop — partially reloads the magazine when the shield is destroyed, so taking fire is rewarded, not punished. This is a stationary-anchor weapon by design: the spin-up tax means you commit to a firing position, and the shield is what makes committing survivable. You pick a doorway, spin up, and turn it into a kill box.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Amplified is the keystone that arms Spark of Beacons; Arc is the weapon's native element in-game.
SuperGathering StormAnchor super — slap the staff into the densest pack for jolt plus roaming lightning while you hold your lane.
Class abilityMarksman's DodgeFull reload on dodge tops the 115 magazine without leaving the firing line.
MovementTriple JumpReliable repositioning between firing lanes when a lane collapses; no ability cost.
MeleeDisorienting BlowJolt plus blind on the melee feeds Flow State (jolt kill → amplified) and stacks more blind on the room.
GrenadePulse GrenadeLingering Arc damage that jolts via Spark of Shock → jolt kills → amplified; duration extended by Spark of Magnitude.
Aspect 1Flow StateDefeating a jolted target makes you amplified — the amplified-uptime engine that arms Spark of Beacons.
Aspect 2Lethal CurrentAfter dodging, your next melee jolts and leaves an aftershock — a free jolt source on the dodge you already press to reload.
FragmentsBeacons · Shock · Discharge · Ions · AmplitudeBlind engine, jolt seeding, Ionic Trace economy, and Orb generation — see below.
Exotic armourMask of Bakris (Helmet)Turns the dodge into a stacking Arc-weapon damage buff on Heir Apparent, and refunds class energy on Arc final blows under the buff.
WeaponsArc primary + Arc specialKeep Discharge/Ions/Beacons fed and surge-matched; the special doubles blind output while you can't spin up the MG.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the priority — it is the 9.7.0 PvE weapon-damage stat and Heir Apparent is the whole build. Health next because this is a stationary anchor that wants to be shot at (shield plus mag refund), and Class feeds Marksman's Dodge frequency (reload and Bakris uptime).

Archetype lean: favour Weapons/Class rolls (Gunner or Powerhouse pieces). Trade Grenade/Super down into Weapons where a roll allows — the grenade only exists to seed jolt, it is not a damage source here.

Mods:

Artifact — NPA Repulsion Regulator

The Arc/amplified artifact for an Arc/amplified build: it deepens the keystone (amplified uptime arms Spark of Beacons), reprints the build's own loop as a mod, and plugs the Overload champion hole Heir Apparent has no intrinsic answer for.

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 (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 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.
Arc Weapon Surge 1e fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: buff-matched). - **Anti-Champion:** none on this weapon — source Barrier/Unstoppable from the artifact or the other slots (see Champion coverage).