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Arc

The Wardcliff Coil — Volley Battery (Hunter)

Swap-to burst add/major deleter + fireteam Bolt Charge battery
✓ Manifest Arc · Heavy · 60 RPM · No intrinsic champion

Weapon: The Wardcliff Coil (Rocket Launcher · Heavy · Arc) · Subclass: Arc (Arc Hunter) · Role: Swap-to burst add/major deleter + fireteam Bolt Charge battery Sandbox: 9.7.0 · Created 2026-06-16

Pull it, dump a fan of mini-rockets into the densest thing in the room, and swap off before the smoke clears. 9.7.0 turned Wardcliff from a meme into an engine: max ammo 5→8, it autoloads while stowed, and the long-broken Bolt Charge perk finally works — every other rocket bolt-charges the whole fireteam. The build is built around the swap: a stowed Wardcliff is always reloading itself, so the exotic and subclass exist to make the draw free and to convert the volley's Bolt Charge into a self-feeding Arc economy.

The weapon

Mad Scientist (verbatim): "This weapon fires a volley of rockets and grants Bolt Charge to all nearby allies for every other rocket that it fires."

Catalyst — Pinpoint Guidance Module (verbatim): "Improved tracking on projectiles."

It fires a random spread of mini-rockets in one trigger pull — burst add-clear and major/miniboss deletion in a single shot. Arc element, Heavy ammo. The two 9.7.0 facts that define the build: it autoloads from reserves while stowed, and its Bolt Charge perk is fixed and live — so swapping to it always finds a full tube, and firing it floods you and your allies with Bolt Charge. The catalyst's tracking is what makes the random fan actually land on the target you aimed at instead of the wall next to it — run it.

Loadout

SlotPickWhy
SubclassArc HunterWardcliff is Arc; Bolt Charge is an Arc verb, so the gun is a subclass engine.
SuperGathering StormOne-cast burst nuke that pairs with the gun's role; Arc Super keeps surges/Facet honest.
Class abilityMarksman's DodgeAuto-reloads the equipped weapon on dodge and feeds Spirit of the Dragon's reload-from-reserves swap window.
MovementTriple JumpAir control to reposition between volleys; Wardcliff is a stand-and-deliver gun, dodge is for the swap.
MeleeCombination BlowCheap Arc kills → Amplified uptime; not the damage, just the Arc keyword feed.
GrenadeStorm Grenade (with Touch of Thunder)Roaming thundercloud add-clear that holds ground while Wardcliff reloads stowed; Arc grenade for Spark of Shock jolt.
Aspect 1Flow StateDefeating a jolted target → Amplified; Amplified = greatly increased reload + faster dodge recharge → faster swaps and faster Storm-nade.
Aspect 2Touch of ThunderUpgrades Storm Grenade into the roaming thundercloud (the add-clear that covers Wardcliff's reload downtime).
Fragments

Exotic — Relativism (Hunter Cloak) · Spirit of the Dragon

"Your weapons ready quicker and are more stable. Using your class ability temporarily increases this benefit and reloads your equipped weapon from reserves."

This is the swap exotic, and Wardcliff is the swap gun. Faster ready speed means the draw-fire-stow rotation costs almost nothing; the class-ability reload-from- reserves means a Marksman's Dodge tops the tube on demand on top of the stowed autoload. The "weapons ready quicker / more stable" half also makes your other two weapons snap up the instant you stow Wardcliff, so the swap is frictionless in both directions. It carries no element requirement, so it doesn't fight the Arc-keyword economy the way a damage-window exotic (Mask of Bakris) would.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class ~100 → Grenade. Weapons stat is the lever on Wardcliff's PvE damage vs majors/minors; Class ~100 keeps Marksman's Dodge (the reload-on-demand) on a short leash. Health is the survivability floor for a point-blank gun.

Mods, by piece:

Where it shines

### The other two weapon slots