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Arc

The Last Word — Point-Blank Brawler (Hunter)

PvP duelist / close-quarters brawler
The Last Word on light.gg
✓ Manifest Kinetic · Primary · 225 RPM · No intrinsic champion

Centerpiece: The Last Word (Hand Cannon · Primary · Kinetic) · Subclass: Arcstrider (Arc) · Role: PvP duelist / close-quarters brawler Sandbox: 9.7.0 · Updated 2026-06-29

Hip-fire it. That is the whole sentence. The Last Word fires full auto, and every hip-fire shot lands bonus precision damage while the gun grows more accurate and reloads faster the longer you hold the trigger — a hand cannon that rewards the exact thing every other hand cannon punishes. This is not an ability engine; it is a duelling chassis bolted around one gun. Step into someone's face, hold the trigger, win the half-second.

The weapon

Fan Fire (intrinsic, verbatim):

"This weapon fires full auto. Hip-fire shots deal bonus precision damage while increasing reload speed and accuracy."

Catalyst (verbatim, both perks):

Killing Wind — "Final blows grant increased mobility, weapon range, and handling for a short duration." Envious Assassin — "Defeating targets with other weapons before drawing this one transfers ammo to the magazine from reserves. This effect can overflow the magazine based on the number of targets defeated."

Read Fan Fire as three gifts that all point the same direction — into the enemy's face. Full auto means you hold the trigger and dump a controlled stream the instant your reticle is on chest or head, so the close-range time-to-kill collapses; no other hand cannon does this. The hip-fire precision bonus inverts the usual rule — most guns lose precision damage from the hip, The Last Word gains it, so ADS is for poking distance and surrenders the perk. And the stacking accuracy-plus-reload means sustained close fire is self-correcting: the cone tightens and the gun reloads faster the longer you hold, literally pulling itself onto target. The catalyst's Killing Wind is the PvP half — a kill makes the gun snappier, longer-ranged and faster-handling, snowballing one won duel into the next; Envious Assassin is a PvE overflow perk that wants you swapping off the gun, so treat it as add-clear garnish.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)The duelling kit — amplified speed, a jolt, a blind and a panic melee, all the tools to survive arriving at point-blank and stay there.
SuperGathering Storm or Arc StaffLeast important slot — Gathering Storm zones a lane, Arc Staff is a roaming get-off-me; the build wins with the gun, not the Super.
Class abilityMarksman's DodgeDodge-in-place that reloads without breaking aim — and with The Dragon's Shadow it also reloads from reserves, speeds you up and steadies the gun. The duelist's reset.
MovementHigh Jump or Triple JumpAir control to break tracking on the peek; not load-bearing, pick to taste.
MeleeDisorienting Blow (Combination Blow if you prefer)A panic button — disorients a pushing aper so you win the gunfight you were already in. Not a kill engine.
GrenadeFlashbang or ArcboltFlashbang blinds a pushing pair; Arcbolt chips and jolts to feed Flow State (with Spark of Shock).
Aspect 1Flow StateDefeating a jolted target makes you amplified — faster dodge, more resilient while dodging, and greatly increased reload that stacks on top of Fan Fire and Wraithmetal Mail.
Aspect 2Lethal CurrentAfter a dodge your next melee gets lunge, jolts and an aftershock — and the jolt feeds Flow State's amplified loop. Puts teeth on the panic melee.
FragmentsSpark of Resistance · Spark of Frequency · Spark of Feedback · Spark of ShockSurvivability at point-blank plus a post-melee reload top-off and a grenade jolt to trigger Flow State (full text below).
Exotic armourThe Dragon's Shadow (Chest)Wraithmetal Mail keeps weapons ready quicker and more stable at all times; dodging adds to that and reloads from reserves, boosts movement speed and raises the Class stat — an instant reload-and-reposition mid-brawl.
WeaponsThe Last Word (Kinetic, centrepiece) + Shotgun (Special) + any HeavyThe Last Word is the duel; the shotgun covers true point-blank against another aper; heavy is map-dependent and irrelevant to the duel. A primary-special 0–10m kit.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. PvP relevance is different from PvE under the Armor 3.0 six-stat model (1–200) and worth being blunt about. Weapons is the single most valuable stat for a build that wins with the primary — universal handling, ready and reload bonuses layered straight on top of Fan Fire and Wraithmetal Mail (Weapons was not re-statted in 9.7.0; the armour stat adds on top). Class shortens Marksman's Dodge — your reset, your reload-from-reserves and your speed burst — and The Dragon's Shadow even raises Class while active, so it compounds. Health (moderate, ~70–100) buys forgiveness on point-blank trades; don't max it, but don't dump it either — you have no Devour or overshield net here. Super, Grenade and Melee are dump-tier; a little Grenade for a faster Flashbang is the only nudge worth making. Chase any roll favouring Weapons + Class (Gunner / Specialist pieces), and run Kinetic Targeting on the helmet for accuracy and ADS speed.

Mods:

Artifact — Encrypted Data Disk

Picks (2/3/2): Kinetic Synthesis + Press the Advantage (T1) · Blinding Jolts + Precision Equity + Dielectric (T2) · Tazer Tag + Kinetic Rupture (T3).

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 (5/10)Kinetic Loader 1eIncreases reload speed of Kinetic weapons.
Kinetic Dexterity 1eFaster ready and stow speed for Kinetic weapons.
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)Unflinching Kinetic Aim 1eReduces flinching from incoming fire while aiming a Kinetic weapon.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1e fillReduces grenade cooldown when using 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: so swap it for a PvP-relevant mod in the Crucible. - **Anti-Champion:** none on the gun (champion: null). In PvE the artifact's Kinetic Rupture supplies Unstoppable; bring an Overload or Barrier source on a secondary. Irrelevant in the Crucible.