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Arc

The Queenbreaker — Wire Discipline (Arc Hunter)

Unstoppable-champion + miniboss deleter from range
The Queenbreaker 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 Arc · Heavy · Unstoppable

Centerpiece: The Queenbreaker (Linear Fusion Rifle · Heavy · Arc) · Subclass: Arcstrider · Role: Unstoppable-champion + miniboss deleter from range Sandbox: 9.7.0 · Updated 2026-07-03

A Heavy linear fusion that stuns Unstoppables by itself — no anti-champion artifact slot spent. Mask of Bakris's Shift stacks a flat Arc-weapon damage bonus straight onto the Queenbreaker, and kills with that bonus refund the class ability that granted it. Stay amplified and every charged shot that drops a major detonates a blinding burst. Hold the angle, Shift, fire, repeat: a one-shot champion answer that keeps its own engine fed.

The weapon

Wire Rifle (intrinsic): "[Alternate Weapon Action] to swap between scopes and alter this weapon's firing behavior. Strong against [Stagger] Unstoppable Champions."

Catalyst — Rewind Rounds: "When this weapon's magazine is empty, it refills from reserves based on the number of hits."

What it does: the Queenbreaker is a linear fusion with an intrinsic Unstoppable stun baked into the gun — landing a charged shot staggers Unstoppable Champions with zero artifact mod spent. The Wire Rifle AWA toggle trades a fast, low-zoom scope for a slower, long-zoom scope that alters the firing behaviour and reaches out further. Rewind Rounds turns hit-accuracy into ammo economy: empty the magazine on-target and it tops itself back up from reserves based on how many shots connected, so the gun rarely makes you reload between champions. As an Arc weapon, every kill feeds the Arcstrider engine below — amplified uptime, Ionic Traces, and the blinding Beacons detonation.

Loadout

SlotPickWhy
SubclassArcstrider (Arc 3.0)Amplified is the gate for Spark of Beacons blinds and Mask of Bakris keys off an Arc/Stasis Super.
SuperGathering StormHeavy-hitting ranged Super; the embedded staff jolts a whole pack and hands you amplified + Traces the moment it ends.
Class abilityGambler's Dodge (becomes Bakris Shift)The Shift grants the stacking Arc-weapon damage bonus — the whole build's damage multiplier.
MovementStrafe JumpTightest air control for holding a firing lane and re-taking your angle after a Shift.
MeleeCombination BlowMelee kills stack damage and restore health plus dodge energy — a low-cost way to refund the Shift when you are not killing with the gun.
GrenadePulse GrenadeCheap, lingering Arc DoT for adds while you hold your angle; jolts via Spark of Shock.
Aspect 1Flow State"Defeating a jolted target makes you amplified." Amplified uptime = Beacons uptime, and Flow State also greatly boosts reload/handling in-game.
Aspect 2Lethal Current"After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock." Every Shift hands you a jolt-on-demand to re-trigger Flow State amplified.
FragmentsBeacons · Ions · Discharge · ShockBlinding detonation + Ionic Trace economy + a free jolt source (see below).
Exotic armourMask of Bakris (Helmet)Light Shift buffs Arc weapon damage and refunds class ability energy on buffed kills — the self-feeding damage loop.
WeaponsArc Primary + free Special (Queenbreaker is Heavy)Arc Primary keeps add-clear feeding Ionic Traces/Discharge; Special covers the champion type Queenbreaker can't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Super. Weapons 200 for raw Queenbreaker PvE damage and reserves; Class next to keep Shift on a short leash (the Shift is both the damage buff and the mobility); Super to recycle Gathering Storm.

Archetype lean: prioritise armour favouring Weapons + Class. Mods:

Artifact — Tablet of Ruin

The Arc artifact, so it amplifies every part of the Queenbreaker's loop: Arc kills feed Bolt Charge and Orbs, Bolt Charge re-amplifies for Beacons blinds, and a linear-fusion damage mod feeds the gun itself. Champion coverage comes off Bolt Charge stuns — Queenbreaker already handles Unstoppables intrinsically, so the artifact's anti-champion payoff is gravy.

Picks (2/3/2):

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)Harmonic Loader 2eIncreases reload speed of Arc weapons. Increases reload speed of Solar weapons. Increases reload speed of Stasis weapons. Increases reload speed of Strand weapons. Increases reload speed of Void weapons.
Harmonic Loader 2eIncreases reload speed of Arc weapons. Increases reload speed of Solar weapons. Increases reload speed of Stasis weapons. Increases reload speed of Strand weapons. Increases reload speed of Void weapons.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)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 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Insulation 1eReduces class ability cooldown each time you pick up an Orb of Power.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
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).