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Arc

The Chaperone — Last Word's Widow (Hunter)

Point-blank precision-slug duellist — Roadborn ramp into an Arc melee/invis loop
✓ Manifest Kinetic · Special · 87 RPM · No intrinsic champion

Weapon: The Chaperone (Shotgun · Special · Kinetic) · Subclass: Arc (Arcstrider) · Role: Point-blank precision-slug duellist — Roadborn ramp into an Arc melee/invis loop Sandbox: 9.7.0 · Created 2026-06-16

One slug, dead-centre. The Chaperone is the gun that taught a generation of Hunters to aim a shotgun. Land a precision kill and Roadborn spools up rate of fire, range, handling and precision damage — so the second slug hits harder and faster than the first. The whole build exists to keep Roadborn lit: Arc melee resets the dodge that re-aims you, jolt feeds amplified, and Assassin's Cowl turns every point-blank kill into invisibility and a heal. Holster discipline meets a meat grinder.

The weapon

Precision Slug (intrinsic): "Fires a single-slug precision round." Catalyst — Triple Tap: "Rapidly landing precision hits will return one round to the magazine." Iconic perk The Roadborn: "Precision final blows and rapid precision hits briefly grant bonus handling, range, rate of fire, and precision damage with this weapon." (and The Survivor: "Three rapid precision kills while the Roadborn is active will return two rounds to the chamber.")

The Chaperone is not a spread shotgun — it fires one rifled slug with a long, flat falloff, so it lands precision crits at ranges where other shotguns whiff. The catalyst (Triple Tap) and The Survivor mean a Roadborn-active hunter who keeps hitting heads never reloads: rounds feed back into the two-shot mag faster than you spend them. Roadborn itself bumps rate of fire + precision damage, so the gun gets stronger the longer you stay precise — a positive-feedback duellist.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Dodge-resets-melee + jolt + amplified all feed the slug loop.
SuperGathering Storm (or Storm's Edge)Off-theme damage button for what the slug can't reach; keep the gun the star.
Class abilityMarksman's DodgeReloads the gun on dodge — instant Roadborn re-feed mid-fight without a manual reload.
MeleeCombination BlowMelee kill → heal + escalating melee damage; the Cowl engine. Slug softens, fist finishes.
GrenadeFlux / Pulse GrenadeJolt fodder for Spark of Ions / Flow State; AoE the gun can't crit through.
Aspect 1Lethal CurrentAfter dodging, next melee jolts + aftershock + blinds jolted targets — the dodge you spam for reloads now also sets up jolt kills.
Aspect 2Flow StateDefeating a jolted target → amplified; amplified = faster dodge recharge, resilience, greatly increased reload. Amplified reload + Marksman's = the slug is always topped.
Fragments

Exotic armour — Assassin's Cowl (Helmet)

Vanishing Execution: "Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored."

The slug and the fist share one range band. The Chaperone softens a target to a sliver; Combination Blow finishes it → Cowl grants invisibility + a full heal and Combination Blow stacks its own damage. You drop off radar at point-blank, reset, and the slug-then-fist cycle repeats — the Cowl is what makes a shotgun-range build survivable in -30/-40 content. Against majors and champions the invis and heal scale up, so the riskiest targets pay the best.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Melee 100 → Class 100+ → Health dump. Weapons stat is raw PvE slug damage on top of Roadborn; Melee feeds Combination Blow / Cowl; Class drives Marksman's Dodge uptime (the reload). Health is the dump stat — the build runs Cowl heal + amplified DR + Spark of Resistance, three survivability layers, so flat Health is the cheapest trade.

Armour set bonus is garnish, never the driver — if your rolls already hit the stats above, anything boosting Kinetic weapon damage or melee survivability fits; otherwise ignore it.

Where it shines