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Arc

The Wardcliff Coil — Volley Battery (Hunter)

Swap-to burst add/major deleter + fireteam Bolt Charge battery
The Wardcliff Coil 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 · 60 RPM · No intrinsic champion

Centerpiece: The Wardcliff Coil (Rocket Launcher · Heavy · Arc) · Subclass: Arc Hunter · Role: Swap-to burst add/major deleter + fireteam Bolt Charge battery Sandbox: 9.7.0 · Updated 2026-06-29

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 reserves jumped to 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 cloak and the Arc 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 (intrinsic, 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 wildly imprecise volley of 8 mini-rockets in one trigger pull — burst add-clear and major/miniboss deletion in a single shot, Arc element on Heavy ammo. Two 9.7.0 facts 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 nearby allies with Bolt Charge (one stack per two rockets, granted only while within 5 metres of the ground). The catalyst's tracking is what makes that random fan actually land on the target you aimed at instead of the wall beside it — run it. The one thing it is not is a boss gun: the manifest applies an 80% damage penalty to Minibosses, Bosses and Vehicles, so this is an adds-and-majors tool that you swap off for a damage phase.

Loadout

SlotPickWhy
SubclassArc HunterWardcliff is Arc and Bolt Charge is an Arc verb, so the gun is a subclass engine.
SuperGathering StormOne-cast burst nuke that mirrors the gun's role; an Arc Super keeps surge and fragment maths Arc-pure.
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 stand-and-deliver, the dodge is for the swap.
MeleeCombination BlowCheap Arc kills keep Amplified topped up — not the damage, just the Arc keyword feed.
GrenadeStorm GrenadeRoaming thundercloud add-clear that holds ground while Wardcliff reloads stowed; an Arc grenade for Spark of Shock to jolt.
Aspect 1Flow StateDefeating a jolted target makes you amplified; Amplified greatly increases reload speed and dodge recharge — faster swaps, faster Storm-nade.
Aspect 2Touch of ThunderUpgrades Storm Grenade into the roaming thundercloud that covers Wardcliff's reload downtime.
FragmentsShock · Ions · Discharge · Beacons · ResistanceJolt source, two Ionic Trace faucets, a Heavy-ammo blind, and point-blank damage resistance — the full Arc loop.
Exotic armourRelativism (Spirit of the Dragon)Weapons ready quicker and the class ability reloads from reserves — makes both halves of the Wardcliff swap near-instant.
WeaponsChampion-stunning Kinetic primary + an Arc SpecialThe primary does the trash work and carries the intrinsic champion stun; an Arc Special keeps the surge/fragment maths Arc-pure.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the lever on Wardcliff's PvE damage against majors and minors; Class around 100 keeps Marksman's Dodge (the reload-on-demand) on a short leash; Health is the survivability floor for a gun you fire at point-blank range. This is a Weapons-archetype lean with a Class secondary — ability-uptime over Grenade because the Ionic Trace faucets already refill Storm Grenade for you.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2): Trace Evidence, The Thick Of It · Curative Orbs, Debilitating Wave, Retinal Burn · Arc Compounding, Conductive Cosmic Crystal

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)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.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Arms (6/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Arc Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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 1e fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces 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). Flex/loadout-dependent: in the tube; Super off Arc; grenade kills. - **Anti-Champion:** none intrinsic to Wardcliff (flag) — bring the season's anti-champion mods on your other two weapons; the subclass's jolt; blind cover Overload/Unstoppable behaviour as a band-aid only.