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Arc

Traveler's Chosen — Gathering Light (Arc Hunter)

Ability-spam battery — bank kills into all three abilities, then punch with Liar's
Traveler's Chosen on light.gg
Your gear best achievable Melee 131 / 200 target — 69 short — needs better rolls
Health 67 · Melee 131 · Grenade 14 · Super 40 · Class 45 · Weapons 77 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 300 RPM · No intrinsic champion

Centerpiece: Traveler's Chosen (Sidearm · Primary · Kinetic) · Subclass: Arcstrider · Role: Ability-spam battery — bank kills into all three abilities, then punch with Liar's Sandbox: 9.7.0 · Updated 2026-07-03

The only Primary in the game whose alt-fire is "press to refund melee, grenade, AND class energy at once." Traveler's Chosen turns trash kills into an ability bank, then lets you cash the whole bank in one button. The build is built around the cash-out: an Arc melee that heals on the punch (Liar's), a dodge that resets that melee, and an Arc verb economy (amplified / jolt / Ionic Traces) that every refunded ability tops up. Run the Osmosis catalyst with an Arc grenade and the Kinetic sidearm turns Arc, so the whole loop stays one element. You are never out of an ability for more than a second.

The weapon

Traveler's Chosen (Sidearm) — Final blows with this weapon grant stacks of Gathering Light. [Alternate Weapon Action] : Consume stacks, granting melee, grenade, and class ability energy based on the number of stacks.

Gift of the Traveler — Each stack of Gathering Light improves this weapon's reload, handling, and target acquisition.

Catalyst — Osmosis: Using your grenade ability partially refills the magazine and changes this weapon's damage type to match your grenade until you stow it. / Surplus: Increases handling, reload speed, and stability for each fully charged ability.

What it does: kill minors with the sidearm to bank Gathering Light stacks — and the gun reloads, handles and acquires targets better per stack via Gift of the Traveler. When stacks are high, hit [Alternate Weapon Action] to dump them into all three ability energies at once, not one ability, all of them. You choose when to cash: stack high before a room, then walk in topped off on melee, grenade and class. Osmosis then matches the gun's damage type to your grenade — throw the Arc grenade and this Kinetic frame becomes Arc — so every refilled grenade re-Arcs the weapon and the Spark loop keeps feeding. Surplus rewards the state this build lives in, abilities charged, with flat handling, reload and stability. It is the single best ability-economy Primary for a Hunter who wants to throw abilities constantly.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Amplified, jolt and Ionic Traces are all cast-driven; Traveler's Chosen is an ability-cast machine, and Osmosis keeps the gun on-element.
SuperGathering StormArc Staff throw that jolts and rains lightning — clears the field and its tick-kills feed Ionic Traces.
Class abilityGambler's DodgeDodging near an enemy fully refunds the melee, re-arming Combination Blow and Cross Counter instantly; scales with the Melee stat (9.7.0).
MovementHigh JumpExtra vertical to reposition into and out of the melee scrum without burning the dodge.
MeleeCombination BlowMelee kill grants heal + stacking melee damage + dodge energy; Liar's follow-up counterpunch heals on top, and the [AWA] dump keeps it always charged.
GrenadeFlux GrenadeSticks and detonates for heavy single-target Arc damage; throwing any grenade re-procs Osmosis, re-Arcing and partially reloading the gun.
Aspect 1Lethal CurrentAfter dodging, the next melee jolts and adds an aftershock and extended lunge — turns the Gambler's-refunded punch into AoE jolt.
Aspect 2Flow StateA jolted kill makes you amplified (DR plus faster reload/handling/dodge regen), so the survivability layer keys straight off Lethal Current's jolt.
FragmentsSpark of Discharge · Spark of Ions · Spark of Resistance · Spark of AmplitudeTwo independent Ionic-Trace sources, +10 Melee and DR while surrounded, plus Orbs while amplified.
Exotic armourLiar's Handshake (Gauntlets)Converts the build's absurd melee uptime into both a damage multiplier and a heal-per-swing via the Cross Counter counterpunch.
WeaponsArc Special + Arc HeavyKeep both on Arc so surges and Spark effects stay on-element; source your Champion stuns here (the sidearm has none).
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Class. Melee is the whole build — it drives Combo Blow damage, Cross Counter, Gambler's refund scaling and Lethal Current. Health next as the survivability floor (amplified, Combo Blow heals and Liar's heals already cover most sustain); Class for dodge uptime, the melee reset itself. Archetype lean: Brawler / Specialist pieces (Melee primary, Health/Class secondary).

Mods:

Artifact — Encrypted Data Disk

The Arc artifact for an Arc build: every pick here feeds the jolt → Orb → ability economy this loop already runs, and Counter Energy turns the Champion stuns from your other two slots into more ability energy for the [AWA] dump.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Kickstart 1e fillWhen 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 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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (5/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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).