A full-auto Arc scout that grows teeth the longer you fight. Land precision hits to bank Dynamic Charge, then dump it as homing Arc Seekers that track the priority target. The whole build is a flywheel for staying amplified — Symmetry's catalyst pays out hardest while amplified, Flow State hands you amplified for free off any jolt kill, and Mask of Bakris stacks Arc-weapon damage straight onto the scout every time you shift. Sprint, shift, jolt, repeat. The buff is never off.
Revolution: "This weapon fires full auto. [Alternate Weapon Action]: Swap to Arc Seeker mode. Arc Seekers track toward combatants you target."
Catalyst — Eddy Current: "Temporarily increases reload speed and handling after sprinting or while amplified. This effect is improved when you are amplified."
Electric Styx (catalyst): "Increases the maximum number of Dynamic Charge stacks."
Symmetry banks
Dynamic Charge from precision hits and kills in scout mode; the Alternate Weapon Action spends those stacks as Arc Seekers — homing Arc submunitions that lock onto whatever you are aiming at. More stacks means a bigger volley, and Electric Styx raises the stack ceiling so a full bank dumps harder. Revolution makes the scout full auto, which lets you pour rounds into a wave and bank charge fast. Eddy Current is the tell that this gun wants you amplified: the reload and handling bonus exists baseline after a sprint, but explicitly improves while amplified — so the build's entire job is to keep amplified live as close to 100% of the time as possible, turning a workmanlike scout into a fast-handling, quick-reloading lane primary.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Arc (Arc Staff) | Arc element matches Symmetry so every Arc buff and surge lands on the scout; an Arc super satisfies Mask of Bakris's Shift requirement. |
| Super | Roaming melee super for add-dense lanes; Gathering Storm is the thrown jolt-bomb alternative if you prefer burst. | |
| Class ability | The keystone button — becomes a Bakris Shift, arms Lethal Current's jolt melee, and refunds melee energy on dodge. | |
| Movement | Flexible; extra aerial control to reposition between Shifts (any Hunter jump works — Strafe/High Jump to taste). | |
| Melee | Arc charged melee (post-dodge, via Lethal Current) | After a dodge, the next melee jolts and drops an aftershock — a guaranteed jolt to seed the amplified loop. |
| Grenade | Sticky burst damage; swap to Pulse Grenade with Spark of Shock if you want lingering jolt area instead. | |
| Aspect 1 | Defeating a jolted target makes you amplified — the engine that re-arms Eddy Current and opens Bakris's refund window every jolt kill. | |
| Aspect 2 | After dodging, the next melee jolts and creates an aftershock, and jolted targets hit by melee are blinded — manufactures the first jolt on demand so Flow State always has a target. | |
| Fragments | Spark of Ions · Spark of Discharge · Spark of Amplitude · Spark of Shock | Two Ionic-Trace sources + amplified-kill Orbs + grenade jolt — the reload-everything economy (see below). |
| Exotic armour | Mask of Bakris (Helmet) | Dodge becomes a cloaking Shift that stacks Arc-weapon damage onto Symmetry; kills with the bonus live refund class-ability energy. |
| Weapons | Special: Arc fusion or Arc sniper (e.g. a Voltshot/Jolting Feedback roll) · Heavy: Thunderlord | The Special keeps the Bakris Arc bonus and Spark of Discharge traces flowing and covers burst; Thunderlord is intrinsic Overload + Bolt Charge. |
Weapons 200 → Class → Health. Weapons for raw Symmetry PvE damage (it stacks under the Bakris bonus); Class to keep Gambler's Dodge — the build's single most important button — on the shortest possible cooldown; Health as the backstop, since amplified's flinch reduction and the partial cloak on Shift cover some defence. Lean into the Weapons/Class archetype spread when picking armour.
Mods:
This artifact bolts straight onto the build's Ionic-Trace economy and its jolt/blind/Arc core: Trace Evidence turns Symmetry's precision hits on jolted or blinded targets into the traces that reload every ability, and Retinal Burn + Arc Compounding stack a blind-then-amplify Arc damage loop. Overload is covered by Jolt and Thunderlord; bring a Barrier Special to plug the scout's gap.
Picks (2/3/2):
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Arc Siphon 3e fill | Rapid Arc weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (5/10) | Melee Font 1e | You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time. |
| Melee Font 1e | You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time. | |
| 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. | |
| Chest (5/10) | Arc Resistance 1e | Reduces incoming Arc damage from combatants. |
| Arc Resistance 1e | Reduces incoming Arc damage from combatants. | |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Legs (3/10) | 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. | |
| Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. | |
| Class Item (4/10) | Bomber 1e | Reduces grenade cooldown when using your class ability. |
| Bomber 1e | Reduces grenade cooldown when using your class ability. | |
| Powerful Attraction 2e | Automatically 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: Thunderlord. - **Anti-Champion:** Thunderlord stuns Overload intrinsically; bring an anti-Barrier source (Special roll or artifact) — Symmetry has no intrinsic champion stun.