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Arc

The Prospector — Danger Zone (Arc Hunter)

Stand-in-the-pile add-clear / blind-lock engine
The Prospector on light.gg
✓ Manifest Arc · Heavy · 165 RPM · No intrinsic champion

Centerpiece: The Prospector (Grenade Launcher · Heavy · Arc) · Subclass: Arcstrider · Role: Stand-in-the-pile add-clear / blind-lock engine Sandbox: 9.7.0 · Updated 2026-07-03

A full-auto Arc cluster-bomb launcher that pays you for being surrounded. The catalyst widens the blast the more bodies crowd you and stops the splash from killing you, so the correct play is to wade into the pack, not back off it. Pair that suicidal positioning with Gifted Conviction's jolt-DR and Spark of Beacons' blind-on-Arc-Heavy-kill loop, and the thing that should get you killed is the thing that keeps you alive.

The weapon

Excavation (intrinsic): "Grenades spawn cluster bombs upon detonation. Defeating targets creates Arc explosions."

Prospector Catalyst — Danger Zone: "The blast radius of this weapon increases when surrounded by combatants. While active, this weapon deals significantly less damage to the wielder."

What it does: The Prospector is a full-auto, drum-fed 165 RPM Arc Heavy Grenade Launcher that lobs sticky grenades. Each detonation spawns cluster bombs for a second wave of splash, and every kill emits an Arc explosion, so one held trigger seeds a chain of overlapping AoE across a crowd. The catalyst inverts the usual GL safety rule: instead of fearing your own splash you hug enemies for a bigger blast and near-immunity to self-damage. It is a held-trigger area-denial gun, not a single-target DPS gun. Feed it crowds, stand in the middle of them, and let the cluster-plus-Arc-explosion chain do the clearing while the catalyst keeps you standing.

Loadout

SlotPickWhy
SubclassArcstriderNative amplified / jolt / Ionic-Trace verbs that the gun's Arc explosions and kills feed directly.
SuperGathering StormThrow-and-jolt area super; it sticks the pack so The Prospector farms a jolted, soon-to-be-blinded crowd.
Class abilityMarksman's DodgeReloads the drum on dodge, refilling the small mag mid-fight without leaving the pile.
MovementHigh JumpExtra vertical to reposition into or out of the pack while the cluster chain plays out.
MeleeCombination BlowMelee kill grants heal + full melee back + a stacking melee-damage buff; in-your-face melee that matches the in-the-pile range.
GrenadeStorm GrenadeWith Touch of Thunder it leaves a roaming thundercloud, an extra jolt / Ionic-Trace source layered over the GL splash.
Aspect 1Flow State"Defeating a jolted target makes you amplified." The gun's Arc explosions plus grenade jolt keep you amplified for free, which arms Spark of Beacons.
Aspect 2Touch of ThunderGives Storm Grenade the roaming thundercloud, raising jolt uptime and Ionic-Trace generation for more dodge / ability energy.
FragmentsSpark of Beacons · Spark of Ions · Spark of Discharge · Spark of ResistanceBeacons is the keystone blind; Ions and Discharge run the trace economy; Resistance is DR while surrounded.
Exotic armourGifted Conviction (Chest)Jolting nearby targets grants damage resistance, and you jolt constantly, so it converts the gun's output into the DR the positioning demands.
WeaponsArc auto rifle / SMG (Voltshot or Jolting Feedback) + The Prospector in HeavyThe Arc primary is your jolt primer (feeds Flow State to amplified) and your Overload / champion coverage between drum dumps; the energy slot holds it, The Prospector holds Heavy.
Fragments

Why it works (the mechanics)

Stats & mods

Health 200 → Grenade → Class. You live in melee range, so Health is the real survival stat under the DR layers; Grenade keeps Storm Grenade (the jolt / trace engine) flowing; Class powers the Marksman's Dodge reload. Melee is a secondary lean for Combination Blow (Spark of Resistance adds +10 there for free). Archetype lean: a bruiser add-clear spread, Health-primary with a Grenade secondary, not a weapons or super build.

Mods:

Artifact — Tablet of Ruin

The Arc / Bolt Charge artifact, a natural match for Arcstrider plus an Arc Heavy GL. It converts the build's nonstop jolt and blind into Bolt Charge and Orbs, feeds the Flow State amplified loop, and supplies the champion stun the gun itself lacks via Defibrillating Blast.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (8/10)Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Arc Weapon Surge 1eYour 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 fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces 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: one each; flat DR stacked under the jolt-DR; matching The Prospector; the Arc primary. - **Anti-Champion:** none intrinsic to the gun — source it from the Arc primary's archetype (Overload); the artifact (see below).