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Arc

Vanishing Act — Assassin's Cowl (Arc Hunter)

Infinite-invis self-healing melee assassin
Assassin's Cowl on light.gg
Your gear best achievable Melee 130 / 200 target — 70 short — needs better rolls
Health 67 · Melee 130 · Grenade 14 · Super 36 · Class 40 · Weapons 73 · armour only; stat mods + fragments add more

Centerpiece: Assassin's Cowl (Helmet) · Subclass: Arcstrider · Role: Infinite-invis self-healing melee assassin Sandbox: 9.7.0 · Updated 2026-07-03

Every powered-melee kill does three things at once: it heals you, it cloaks you, and — because the melee is Combination Blow — it makes your next punch hit harder. Cowl pays the survivability, Combination Blow pays the damage, and Gambler's Dodge refunds the fist so the loop never stalls. Kill, vanish, reposition, kill — no downtime and no health bar to watch.

The exotic

Vanishing Execution: Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.

The whole build hangs on one clause: powered melee final blows. Combination Blow's killing punch is a powered melee, so every link in the chain procs Cowl — invisibility plus a heal — for free. Clarity pins the restore at 67 HP and the invisibility duration to enemy rank (7 seconds off a minor, more against tougher targets), so the build gets safer as the content gets harder: majors and champions extend the cloak and enlarge the heal, and a finisher is a guaranteed full-strength proc whenever you need to top off. Because the melee heal and the Cowl heal fire off the same kill, you never trade damage for survivability — you collect both on every punch, and the invisibility hides the most dangerous moment in melee combat, closing the gap to the next target.

Loadout

SlotPickWhy
SubclassArcstriderArc is the only subclass whose melee (Combination Blow) heals and stacks damage, so Cowl's heal layers on top of a snowball no other element gets.
SuperGathering StormThrow-and-embed staff that jolts a wide area, seeding jolted kills for Flow State and Spark of Ions when a room is too dense to open with a fist.
Class abilityGambler's DodgeDodging near enemies refunds the melee, so a used or whiffed Combination Blow charge is never dead time; it also arms Lethal Current.
MovementHigh JumpFree pick — vertical reposition to reach the next target or break line of sight while invisible; swap to Triple Jump for air control if preferred.
MeleeCombination BlowThe build: chained melee final blows heal you, refund your dodge, and stack a damage buff, and each kill also triggers Cowl's invisibility + heal.
GrenadeArcbolt / FluxCheap Arc grenade for a jolt proc (with Spark of Shock) when you want one; mostly a stat dump — you live on the melee, not the nade.
Aspect 1Lethal CurrentAfter dodging, your next melee jolts, blinds, and drops an aftershock — free crowd control and a jolt proc baked into the dodge you already spend.
Aspect 2Flow StateJolted kills make you Amplified; while Amplified your dodge regens faster, you tank more mid-dodge, and reload speeds up — all of which feed the loop.
FragmentsResistance · Ions · Amplitude · FrequencyTwo aspects at 2 slots each = 4 fragments: layered DR, Ionic Traces, Orbs, and reload/Bolt-Charge uptime.
Exotic armourAssassin's Cowl (Helmet)Vanishing Execution turns every Combination Blow kill into invisibility + a 67 HP heal, scaling up against powerful targets.
WeaponsArc primary + close special/heavyAn Arc primary keeps Spark of Frequency/Amplitude and the Surge live; a shotgun/glaive covers ranges the fist can't and buys a panic beat before re-cloaking.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Class. Melee 200 is non-negotiable — it's the cooldown of the ability the entire build is, and it scales Gambler's refund and bonus melee damage past 100. Health next because you fight in melee range even with the heals; Class to feed Gambler's/Flow State dodge uptime; Weapons and Super are dump stats. Lean into melee-forward archetypes (Brawler / Reaver) so drops carry Melee natively.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3eRapid 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 (6/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1e fillReduces melee 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: drop Special ammo; feeding both the loop; the close-range special. - **Chest:** Arc/melee resist mods — flat mitigation for the moments you're visible.