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
Slot
Pick
Why
Subclass
Arcstrider (Arc 3.0)
Amplified is the gate for Spark of Beacons blinds + Mask of Bakris is Arc/Stasis-only.
Super
Gathering Storm
Heavy-hitting ranged Super; the embedded staff jolts a whole pack and primes Bolt Charge fragments.
Class ability
Gambler's Dodge (becomes Bakris Shift)
The Shift grants the stacking Arc-weapon damage bonus — the whole build's damage multiplier.
Melee
Combination Blow
Melee kills stack damage + restore health/dodge; a low-cost way to refund the Shift when you're not killing with the gun.
Grenade
Pulse Grenade
Cheap, lingering Arc DoT for adds while you hold your angle; jolts with Spark of Shock.
Aspect 1
Flow 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 2
Lethal 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
Spark of Beaconsamplified + Arc Heavy final blow → blinding explosion — this is the Queenbreaker as a crowd-control bomb
Spark of Ionsjolted/Bolt-Charge kill → Ionic Trace = ability energy
Spark of DischargeArc weapon kills → Ionic Trace
Spark of ShockArc grenades jolt → free Flow State trigger
Exotic armour:Mask of Bakris (Helmet).
Other two weapon slots:
Kinetic/Primary: any Arc Primary you like the feel of (e.g. an Arc auto/SMG) so add-clear also feeds Ionic Traces and Spark of Discharge — keeps the Arc economy single-element.
Special: free slot — a Strand/Stasis Special or another Arc Special. Queenbreaker is the Heavy, so use Special for the encounter (an anti-Barrier or anti-Overload frame to cover the champion type Queenbreaker can't, per below).
Why this works (the mechanics)
Queenbreaker is its own anti-champion mod. Wire Rifle stuns Unstoppable intrinsically — under Anti-Champion 2.0 that stun rides the gun, not an artifact slot. So the build spends its artifact/Special slot on Barrier or Overload coverage instead and walks into any GM with all three champion types answered.
Mask of Bakris is the damage multiplier, and it's self-refunding. Light Shift gives "Stasis and Arc weapons a stacking damage bonus," and "final blows with this bonus active refund class ability energy." Queenbreaker is Arc → every Shift buffs the next charged shots → a buffed kill refunds the Shift. Hold angle → Shift → delete the major/champion → Shift is already back. The loop is the rotation.
Amplified is the second engine, and Flow State keeps it lit. Spark of Beacons only fires while amplified, so amplified uptime = how often your Queenbreaker kills detonate a team-saving blind. Flow State makes you amplified on any jolted kill; Lethal Current's dodge-melee jolts on demand; Spark of Shock jolts via grenade. Three independent jolt sources mean amplified almost never drops.
Beacons turns a single-target sniper into AoE control. A slow LFR normally can't crowd-control. But while amplified, an Arc Heavy final blow creates a blinding explosion — so one charged Queenbreaker shot into a major standing in a pack blinds the whole pack (suppresses their fire, buys revive/DPS space). The gun does single-target and zone denial off the same trigger.
The Arc economy reloads the gun and your abilities for free. Spark of Discharge (Arc weapon kills) + Spark of Ions (jolted/Bolt-Charge kills) spray Ionic Traces; each Trace pumps ability energy. Rewind Rounds tops the mag from reserves on accurate hits. So accuracy → ammo, and kills → abilities, with no manual reload tax on a slow weapon.
Gathering Storm is the "oh no" button that primes the loop. The thrown staff jolts a whole group → those jolted kills hand you amplified (Flow State) + Ionic Traces (Ions) the moment the Super ends, so you come out of Super already amplified and topped up for the Queenbreaker rotation.
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.
Helmet: Heavy Ammo Finder · Harmonic Siphon (Arc kills → Orbs).
Gauntlets: Heavy Hand / Melee mods are optional; run Loader mods are wasted on Rewind Rounds — instead take Harmonic Loader if you want faster catalyst top-ups.
Chest: Arc Resistance + one off-element Resistance for GM survivability.
Boots:Arc Weapon Surge ×2 (≈+17% Arc weapon damage — straight onto Queenbreaker) · Innervation/Insulation for ability regen off Orbs.
Class item: Bomber + Outreach (cut Shift cooldown — more Bakris uptime) · Powerful Attraction (dodge vacuums the Orbs your Arc kills make).
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
Grandmaster Nightfalls / Master raids & dungeons: the headline. Unstoppables die to a single charged shot with zero artifact spend; Counter Energy refunds abilities off every stun; Beacons blinds the pack around each kill. Bakris's flat Arc bonus + Arc Surge ×2 push Queenbreaker into miniboss/Unstoppable one-shot territory.
Champion coverage:Unstoppable — handled intrinsically by Queenbreaker (Wire Rifle). Barrier and Overload are not on the gun — cover them with the artifact mod + your Special-slot frame (e.g. Anti-Barrier Sniper, Overload SMG). State this plainly: the Queenbreaker is a one-champion-type weapon that frees the rest of your kit to cover the other two.
Boss / DPS phases: a credible Heavy LFR damage option with Bakris's Arc bonus stacked + Surge mods; Rewind Rounds extends the DPS window by refilling the mag mid-burn.
Add-dense rooms: weaker — it's a precision Heavy, not a primary. Lean on the Arc Primary + Pulse Grenade + Beacons blinds for control while you pick priority targets.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (3/10)
Harmonic Siphon1e
Rapid 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 Siphon1e
Rapid 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 Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)
Harmonic Loader2e
Increases 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 Loader2e
Increases 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 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.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Insulation1e
Reduces class ability cooldown each time you pick up an Orb of Power.
Class Item (3/10)
Outreach1e
Reduces melee cooldown when using your class ability.
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces 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).