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
Slot
Pick
Why
Subclass
Arcstrider (Arc 3.0)
Amplified is the gate for Spark of Beacons blinds and Mask of Bakris keys off an Arc/Stasis Super.
Super
Gathering Storm
Heavy-hitting ranged Super; the embedded staff jolts a whole pack and hands you amplified + Traces the moment it ends.
Class ability
Gambler's Dodge (becomes Bakris Shift)
The Shift grants the stacking Arc-weapon damage bonus — the whole build's damage multiplier.
Movement
Strafe Jump
Tightest air control for holding a firing lane and re-taking your angle after a Shift.
Melee
Combination Blow
Melee 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.
Grenade
Pulse Grenade
Cheap, lingering Arc DoT for adds while you hold your angle; jolts via Spark of Shock.
Aspect 1
Flow State
"Defeating a jolted target makes you amplified." Amplified uptime = Beacons uptime, and Flow State also greatly boosts reload/handling in-game.
Aspect 2
Lethal 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.
Fragments
Beacons · Ions · Discharge · Shock
Blinding detonation + Ionic Trace economy + a free jolt source (see below).
Exotic armour
Mask of Bakris (Helmet)
Light Shift buffs Arc weapon damage and refunds class ability energy on buffed kills — the self-feeding damage loop.
Weapons
Arc Primary + free Special (Queenbreaker is Heavy)
Arc Primary keeps add-clear feeding Ionic Traces/Discharge; Special covers the champion type Queenbreaker can't.
Fragments
Spark of Beaconsamplified + Arc Special/Heavy final blow → blinding explosion — the Queenbreaker as a crowd-control bomb
Spark of Ionsjolted or Bolt-Charge kill → Ionic Trace
Spark of DischargeArc weapon final blows → chance of an Ionic Trace
Spark of ShockArc grenades jolt → free Flow State trigger
Why it works (the mechanics)
Queenbreaker is its own anti-champion mod. Wire Rifle stuns Unstoppable intrinsically — that stun rides the gun, not an artifact slot. The build spends its Special slot and artifact anti-champion payoff on Barrier or Overload coverage instead, walking into any GM with all three champion types answered.
Mask of Bakris is the damage multiplier, and it is self-refunding. Casting Shift stacks Light Shift (10% / 21% / 33% increased Arc/Stasis weapon damage at x1/x2/x3, per Clarity). Queenbreaker is Arc, so every Shift buffs the next charged shots — and while Light Shift is active, passive class-ability regen is off but weapon kills refund class ability energy. Buffed kill → Shift comes back → hold angle → Shift → delete the major → Shift is already recharging. 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 governs how often a Queenbreaker kill detonates 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 linear fusion into AoE control. A slow LFR normally can't crowd-control. But while amplified, an Arc Special/Heavy final blow creates a blinding explosion — so one charged Queenbreaker shot into a major standing in a pack blinds the whole pack, suppressing their fire and buying revive/DPS space. 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) and Spark of Ions (jolted/Bolt-Charge kills) spray Ionic Traces; each Trace pumps ability energy. Rewind Rounds tops the magazine from reserves on accurate hits. Accuracy → ammo, 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, so those jolted kills hand you amplified (Flow State) and Ionic Traces (Ions) the moment the Super ends — you come out of Super already amplified and topped up for the Queenbreaker rotation.
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.
Boots: Arc Weapon Surge ×2 (stacks straight onto the Queenbreaker) · Innervation/Insulation for ability regen off Orbs.
Arms: Loader mods are wasted on Rewind Rounds — take Harmonic Loader only if you want faster catalyst top-ups; otherwise Grenade/melee kickstart mods.
Chest: Arc Resistance + one off-element Resistance for GM survivability.
Class item: Bomber + Outreach (cut Shift cooldown → more Bakris uptime) · Powerful Attraction (dodge vacuums the Orbs your Arc kills make).
Surge: Arc Weapon Surge (all-in on the single Arc element the whole kit shares).
Anti-Champion: none needed for Unstoppable (Queenbreaker breaks it intrinsically) — reserve your artifact/Special for Barrier + Overload.
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):
Tier 1: Dielectric · Photonic Flare
Tier 2: Flashover · Harsh Refraction · Gold From Lead
Dielectric turns Arc-debuffed kills into Bolt Charge plus Orbs/heal — it makes Queenbreaker kills the engine feeding everything else.
Photonic Flare releases a blinding burst on Arc kills against exhausted/severed targets, doubling down on the Beacons blind plan.
Flashover makes you amplified at max Bolt Charge — directly relighting the Beacons window without needing a jolted kill.
Harsh Refraction adds Arc weapon damage into debuffed targets, stacking onto the Bakris + Surge multipliers on the same shot.
Gold From Lead lets picking up Special ammo grant Heavy — keeping the Queenbreaker fed between bricks.
Particle Reconstruction rewards sustained linear-fusion damage by refilling the magazine and buffing damage — purpose-built for Queenbreaker DPS.
Defibrillating Blast grants max Bolt Charge when you stun a Champion, and the bolts jolt and heal — the champion-into-Bolt-Charge payoff that folds straight back into Flashover.
Where it shines
Grandmaster Nightfalls / Master raids & dungeons: the headline. Unstoppables die to a single charged shot with zero artifact spend; Bakris's flat Arc bonus plus Arc Surge ×2 push Queenbreaker into miniboss/Unstoppable one-shot territory, and Beacons blinds the pack around each kill.
Boss / DPS phases: a credible Heavy LFR damage option with Bakris's Arc bonus stacked and Surge mods; Rewind Rounds extends the DPS window by refilling the magazine mid-burn.
Add-dense rooms: weaker — it is a precision Heavy, not a primary. Lean on the Arc Primary + Pulse Grenade + Beacons blinds for control while you pick priority targets.
Champion coverage:Unstoppable — broken intrinsically by the gun (Wire Rifle). Barrier and Overload are not on the weapon — cover them with the artifact anti-champion mods plus your Special-slot frame (e.g. anti-Barrier or anti-Overload). Queenbreaker is a one-champion-type weapon that frees the rest of your kit to cover the other two.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
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.
Melee Kickstart1e
When 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 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).