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Vanishing Act — Assassin's Cowl (Arc Hunter)

Infinite-invis self-healing melee assassin

Anchor: Assassin's Cowl (Helmet) · Subclass: Arcstrider · Role: Infinite-invis self-healing melee assassin Sandbox: 9.7.0 · Created 2026-06-16

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, with no downtime and no health bar to watch.

Loadout

SlotPickWhy
SuperGathering StormThrow-and-embed staff; jolts a wide area → jolted kills feed Flow State/Spark of Ions and seed the next melee chain. (Arc Staff if you want a roaming melee Super.)
Class abilityGambler's DodgeDodge near enemies refunds the melee — refills Combination Blow so a missed/used charge is never dead time. Scales with the Melee stat.
MeleeCombination BlowThe build. Chained melee final blows heal you, refund your dodge, and stack a damage buff (×3). Each kill also triggers Cowl's invis + heal.
GrenadeFlux / ArcboltCheap Arc grenade for a jolt proc (with Spark of Shock) when you want one; mostly a stat dump — you live on the melee.
Aspect 1Lethal CurrentAfter dodging, your next melee jolts + creates an aftershock and blinds jolted targets. Dodge → empowered jolting Combination Blow → CC + jolt feed. 2 frag slots.
Aspect 2Flow StateJolted kills → Amplified; while Amplified, faster dodge regen, more resilient mid-dodge, greatly increased reload. Amplified ↔ dodge ↔ melee all reinforce. 2 frag slots.
Fragments (4 slots = 2+2)

Exotic — Assassin's Cowl (Helmet)

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 — invis + a heal — for free. Against majors/champions the invis runs longer and the heal is bigger, so the build gets safer as the content gets harder, and finishers are a guaranteed full-strength proc when you need to top off.

Why this works (the mechanics)

Weapons

Stats & archetypes

Melee 200 → Health 150 → Class 100+. 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 150 because you fight in melee range (even with the heals). Class to feed Gambler's/Flow State dodge uptime; Weapons/Super are dump stats.

Set bonus (optional)

The build is complete on stats + mods + Cowl alone — no set bonus required (house rule: garnish, never a driver). If you want one, a melee- or Arc-leaning 2pc (e.g. a set that boosts melee energy or grants an Amplified/Bolt-Charge bonus on melee kills) reinforces the loop; slot it only if your pieces already carry Melee 200 / Health 150. Tier-5 gear (all exotics are Tier 5) makes those stat targets easy without chasing a set.

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 (5/10)Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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 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)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.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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).

The loop

Variants (other powered melees)

Cowl reads any powered melee final blow, so it ports cleanly: