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Arc

The Queenbreaker — Wire Discipline (Hunter)

Unstoppable-champion + miniboss deleter from range
✓ Manifest Arc · Heavy · Unstoppable

Weapon: The Queenbreaker (Linear Fusion Rifle · Heavy · Arc) · Subclass: Arcstrider · Role: Unstoppable-champion + miniboss deleter from range Sandbox: 9.7.0 · Created 2026-06-16

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

The weapon

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

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

What it does: the Queenbreaker is the only LFR with an intrinsic Unstoppable stun baked into the gun — landing a charged shot staggers Unstoppable Champions with zero artifact mod spent. The AWA toggle trades a fast/low-zoom scope (Marksman) for a slow/long-zoom scope that hits harder and stuns from further out. Rewind Rounds turns hit-accuracy into ammo economy: empty the 5-round mag on-target and it tops itself back up from reserves, so the gun rarely makes you reload between champions. Arc element means every kill feeds the Arc subclass loop below.

Loadout

SlotPickWhy
SubclassArcstrider (Arc 3.0)Amplified is the gate for Spark of Beacons blinds + Mask of Bakris is Arc/Stasis-only.
SuperGathering StormHeavy-hitting ranged Super; the embedded staff jolts a whole pack and primes Bolt Charge fragments.
Class abilityGambler's Dodge (becomes Bakris Shift)The Shift grants the stacking Arc-weapon damage bonus — the whole build's damage multiplier.
MeleeCombination BlowMelee kills stack damage + restore health/dodge; a low-cost way to refund the Shift when you're not killing with the gun.
GrenadePulse GrenadeCheap, lingering Arc DoT for adds while you hold your angle; jolts with Spark of Shock.
Aspect 1Flow State"Defeating a jolted target makes you amplified… reload speed is greatly increased." Amplified uptime = Beacons uptime; the reload buff hides Queenbreaker's slow handling.
Aspect 2Lethal Current"After dodging, your next melee… jolts the target… Damaging any jolted target with melee attacks also blinds them." Every Shift hands you a jolt-on-demand to re-trigger Flow State amplified.
Fragments

Exotic armour: Mask of Bakris (Helmet).

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Class 100+ → Super. Weapons 200 for raw Queenbreaker PvE damage (and reserves); Class 100+ to keep Shift on a short leash since the Shift is the damage buff and the build's mobility; Super to recycle Gathering Storm.

Archetypes/tuning: prioritise pieces favouring Weapons + Class. Mods:

Artifact (anti-champion + Arc): Counter Energy (every champion stun → energy to least-charged ability — Queenbreaker stuns Unstoppables constantly, so this is near-permanent ability refund), Amped Up (stay amplified longer → longer Beacons windows), and an Anti-Barrier / Overload weapon mod matching your Special so the loadout covers the two champion types Queenbreaker doesn't.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (3/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)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.
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.
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).