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
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Dodge-resets-melee + jolt + amplified all feed the slug loop.
Super
Gathering Storm (or Storm's Edge)
Off-theme damage button for what the slug can't reach; keep the gun the star.
Class ability
Marksman's Dodge
Instantly reloads all equipped weapons on dodge — an instant Roadborn re-feed mid-fight without a manual reload.
Movement
Triple Jump
Extra mid-air resets to close or peel at shotgun range between dodges.
Jolt fodder for Spark of Ions / Flow State; AoE the gun can't crit through.
Aspect 1
Lethal Current
After 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 2
Flow State
Defeating 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.
Fragments
Resistance · Ions · Frequency · Discharge
DR at shotgun range, jolt/Bolt-Charge → Ionic Traces, melee → reload — all feeding the slug and the ability economy.
Exotic armour
Assassin's Cowl (Helmet)
Powered-melee final blows grant invisibility + heal — makes a shotgun-range build survivable and closes the slug→fist loop.
Weapons
The Chaperone (Kinetic Special) + Arc primary + heavy
The other two slots carry Anti-Champion intrinsics the slug lacks; an Arc primary also feeds Spark of Discharge traces.
Fragments
Spark of Resistance25% DR while within 15 m of 3+ enemies — you fight at shotgun range; +10 Melee
Spark of Ionsjolted / Bolt-Charge kills → Ionic Trace = ability energy
Spark of Frequencymelee hits → reload speed + stability — Combination Blow tops the slug
Spark of DischargeIonic Traces → Bolt Charge; multiple Arc weapon kills → Ionic Trace — note the slug is Kinetic, so this fires off the melee/Super/Arc secondary, not the Chaperone; see Verify
Why it works (the mechanics)
Roadborn is the engine and precision is the throttle. The Chaperone gets bonus rate of fire and precision damage from its own precision kills — the gun accelerates the more heads you hit. Triple Tap (catalyst) and The Survivor refund rounds into the tiny two-shot mag faster than you spend them, so a precise Hunter functionally never reloads inside a Roadborn window.
Marksman's Dodge is the iconic Hunter reload. A two-round mag is the gun's one weakness; Marksman's Dodge instantly reloads all equipped weapons on dodge, and you dodge constantly anyway (it's the trigger for Lethal Current). Dodge = full slug and a re-positioned crosshair on the next head, so Roadborn never lapses.
The melee loop covers what the slug can't. Slug to a sliver → Combination Blow finish → Cowl invisibility + heal + escalating melee damage. The fist cleans up the targets too tanky to one-slug and pays for it in survivability, dropping you off radar at point-blank to reset the cycle.
Arc verbs reload the gun for free. Spark of Frequency (melee → reload), Flow State (amplified → greatly increased reload) and Marksman's Dodge are three independent reload sources stacked onto a gun whose only flaw is mag size. The slug is always loaded.
Jolt → amplified is the survivability spine, not the damage. Lethal Current jolts (and blinds) on the post-dodge melee; Flow State turns jolted kills into amplified (DR + faster dodge + the reload buff); Spark of Ions turns those kills into Ionic Traces that refund melee and dodge. Everything you do to stay alive also reloads the gun and re-arms the loop.
Spark of Resistance is the shotgun tax. You fight inside melee range, so the "while surrounded" 25% DR is permanently up, and it carries +10 Melee straight into the Combination Blow / Cowl loop.
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:
Boots: Kinetic Weapon Surge ×2 (Surge matches the Chaperone's Kinetic damage) · Innervation (orb pickup → grenade energy for jolt fodder).
Arms: Special Ammo Finder + Melee Font — the slug eats Special bricks, keep it fed while topping Melee.
Anti-Champion: none on the Chaperone (no intrinsic stun) — run the artifact's Anti-Barrier/Overload and your other two weapons.
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.
Kinetic Synthesis — Kinetic slug kills refund an ammo brick, direct relief for the two-round mag.
Fierce Proxemics — finisher → grenade and melee energy, refuelling Combination Blow and the jolt grenade.
Dielectric — Arc-debuffed kills grant Bolt Charge and spawn an Orb, feeding two payoffs at once.
Blinding Jolts — jolted final blows blind nearby targets, your Overload-style interrupt on top of Lethal Current's blind.
Precision Equity — precision final blows build a big Orb plus bonus weapon damage — tailor-made for a precision-slug gun.
Tazer Tag — Arc melee jolts, so Combination Blow directly sets up Flow State amplified and Blinding Jolts.
Elemental Orbs: Arc — Arc melee/Super final blows spawn Arc Orbs, topping the orb-everything economy.
Where it shines
PvE — majors, minibosses, density. The slug deletes orange-bar heads; the fist + Cowl loop carries you through the swarm that gets close, and Roadborn turns a sustained fight into the gun's strongest state.
PvP / Trials is The Chaperone's home turf — the one-slug precision kill is a classic duelling tool. This build leans PvE, but the gun needs no convincing in the Crucible; swap the Spark of Resistance flavour for PvP fragments there.
Champion coverage: the Chaperone breaks nothing intrinsically (`champion: null` — no bespoke stun, and a single-slug Special shotgun is not a stun archetype). Lethal Current and Blinding Jolts blind jolted targets (an Overload-style interrupt + crowd control), but the actual Barrier/Unstoppable/Overload stuns must come from the artifact and your other two weapons. Do not expect the slug to stun anything.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Arms (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Utility Kickstart3efill
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 Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Class Item (6/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper1efill
Shortly 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.