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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
The Chaperone 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 Kinetic · Special · 87 RPM · No intrinsic champion

Centerpiece: 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 · Updated 2026-07-03

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."

The Roadborn (iconic perk): "Precision final blows and rapid precision hits briefly grant bonus handling, range, rate of fire, and precision damage with this weapon."

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 and precision damage, so the gun gets stronger the longer you stay precise — a positive-feedback duellist that rewards holster discipline and headshots over volume of fire. The play pattern is simple and greedy: hit the head, refund the round, hit the next head, and let the buff snowball while the Arc kit keeps you alive at the range where a slug wants to work.

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 DodgeInstantly reloads all equipped weapons on dodge — an instant Roadborn re-feed mid-fight without a manual reload.
MovementTriple JumpExtra mid-air resets to close or peel at shotgun range between dodges.
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 has extra lunge, jolts, and creates an aftershock; damaging jolted targets with melee also blinds them — the dodge you spam for reloads now also sets up jolt kills and an Overload-style interrupt.
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified your dodge recharges faster, you are more resilient dodging, and reload speed is greatly increased. Amplified reload + Marksman's = the slug is always topped.
FragmentsResistance · Ions · Frequency · DischargeDR at shotgun range, jolt/Bolt-Charge → Ionic Traces, melee → reload — all feeding the slug and the ability economy.
Exotic armourAssassin's Cowl (Helmet)Powered-melee final blows grant invisibility + heal — makes a shotgun-range build survivable and closes the slug→fist loop.
WeaponsThe Chaperone (Kinetic Special) + Arc primary + heavyThe other two slots carry Anti-Champion intrinsics the slug lacks; an Arc primary also feeds Spark of Discharge traces.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Melee → Class. Weapons stat is raw PvE slug damage stacked on top of Roadborn; Melee feeds Combination Blow and the Cowl heal; Class drives Marksman's Dodge uptime (the reload). Health is the dump stat — Cowl heal + amplified DR + Spark of Resistance are three survivability layers, so flat Health is the cheapest trade. Archetype lean: a Weapons-primary set with a Melee secondary.

Mods:

Artifact — Encrypted Data Disk

The Arc-and-Kinetic disk this whole loop wants: it pays off Jolt and Bolt Charge, turns the precision slug into Orbs, and supplies the crowd control the slug can't.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Arms (5/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Class Item (6/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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: your other two weapons.