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
Slot
Pick
Why
Subclass
Arcstrider
Arc 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.
Super
Gathering Storm
Throw-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 ability
Gambler's Dodge
Dodging near enemies refunds the melee, so a used or whiffed Combination Blow charge is never dead time; it also arms Lethal Current.
Movement
High Jump
Free pick — vertical reposition to reach the next target or break line of sight while invisible; swap to Triple Jump for air control if preferred.
Melee
Combination Blow
The build: chained melee final blows heal you, refund your dodge, and stack a damage buff, and each kill also triggers Cowl's invisibility + heal.
Grenade
Arcbolt / Flux
Cheap 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 1
Lethal Current
After 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 2
Flow State
Jolted 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.
Fragments
Resistance · Ions · Amplitude · Frequency
Two aspects at 2 slots each = 4 fragments: layered DR, Ionic Traces, Orbs, and reload/Bolt-Charge uptime.
Exotic armour
Assassin's Cowl (Helmet)
Vanishing Execution turns every Combination Blow kill into invisibility + a 67 HP heal, scaling up against powerful targets.
Weapons
Arc primary + close special/heavy
An 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
Spark of Resistance · Spark of Ions · Spark of Amplitude · Spark of Frequency
Why it works (the mechanics)
One kill, three payouts. A Combination Blow final blow simultaneously heals + cloaks you (Cowl), heals you again + stacks melee damage (Combination Blow itself), and refunds your dodge. Cowl and the melee heal fire off the same trigger, so the restore is doubled and the invisibility is a bonus on top — you get damage and safety from one punch, not one at the cost of the other.
Invisibility closes the gap safely. You vanish on the kill, then walk or dodge to the next target off-radar and untargetable, and open with another melee. Enemies can't track an invisible Hunter, so the riskiest part of a melee build — closing to punch range — happens while nothing can shoot you.
Gambler's Dodge makes the chain self-sustaining. Combination Blow's damage stack decays if the chain breaks, but Gambler's near enemies refunds the melee and Flow State's Amplified state regenerates the dodge faster. The cycle — dodge → empowered melee → kill (heal + invis + dodge refund) → dodge — holds the buff at max across a whole room.
Lethal Current weaponises the dodge you're already spending. The dodge you throw to refund the melee also makes that next melee jolt, blind, and drop a damaging aftershock — crowd control and a jolt proc for free. Jolt chains the damage, so a single empowered punch can clear a cluster.
Jolt → Amplified → everything faster. Flow State turns jolted kills into Amplified, which speeds dodge regen and reload and makes you tankier mid-dodge, feeding straight back into step 3. Spark of Frequency and Spark of Amplitude both upgrade while Amplified, so the Arc loop pays you for staying in rhythm.
The economy tops abilities up for free. Spark of Ions turns jolted kills into Ionic Traces (ability energy on pickup); Spark of Amplitude turns amplified-kill streaks into Orbs (Super energy). You generate ability and Super energy just by running the kill loop, so Gathering Storm returns fast for a big jolt reset when a room is too dense to open with a fist.
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:
Boots: Recuperation + Better Already — orb-pickup healing layered under Cowl's heal so a missed melee still tops you off; add Melee Kickstart if you want a whiffed-melee refund.
Arms: Heavy Handed — melee kills return melee energy and drop Special ammo, feeding both the loop and the close-range special.
Chest: Arc/melee resist mods — flat mitigation for the moments you're visible and surrounded in punch range.
Class item: Powerful Attraction — auto-vacuums nearby Orbs on dodge, so Spark of Amplitude's Orbs feed Super without breaking the rhythm.
Surge: Arc Surge — matches the Arc primary/special that keeps Spark of Frequency and the Amplified economy live; pair with Arc Siphon on the helmet for extra Orbs.
Anti-Champion: none needed against Overload — Jolt stuns it intrinsically off Lethal Current / Gathering Storm; bring weapon archetypes for Barrier + Unstoppable.
Artifact — Tablet of Ruin
Picks (2/3/2):
Tier 1:Dielectric · Photonic Flare
Tier 2:Flashover · Harsh Refraction · Gold From Lead
Dielectric turns the Arc kill loop into Bolt Charge, and rapidly defeating Arc-debuffed (jolted) targets spawns an Orb + a small heal — a second economy stacked on the Combination Blow chain.
Photonic Flare releases a blinding burst when you kill an exhausted/severed target with Arc damage, layering more crowd control onto Lethal Current's blind.
Flashover makes reaching maximum Bolt Charge also make you Amplified — a second on-ramp into Flow State's Amplified state independent of jolted kills.
Defibrillating Blast is the champion answer Jolt can't cover: stunning a Champion floods you with max Bolt Charge, and those bolts jolt targets and heal you — a Barrier/Unstoppable stun that feeds straight back into the jolt-and-heal loop.
Elemental Supercharger grants Super energy for defeating exhausted/severed targets with Arc-matching weapons, recharging Gathering Storm for the next big jolt reset.
Gold From Lead gives Special pickups a chance to grant Heavy, sustaining the special/heavy that covers ranges the fist can't reach.
Where it shines
Melee-forward add-clear and survival content — dense rooms of minors and majors are fuel: every kill re-cloaks, re-heals, and stacks damage, so the build snowballs through hordes that would grind a gun loadout down.
Endgame where you'd otherwise die in melee range — the "gets safer as it gets harder" scaling (longer invis + bigger heal off powerful targets) makes this a genuine melee-assassin option in high-tier content, not just low-level farming.
Champion coverage: Jolt (Lethal Current + Gathering Storm, optionally Spark of Shock) breaks Overload intrinsically; Defibrillating Blast turns any champion stun into a Bolt-Charge heal proc. Bring weapon archetypes that cover Barrier and Unstoppable (Aggressive/High-Impact → Unstoppable, Precision/Adaptive → Barrier under Anti-Champion 2.0).
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3e
Rapid Arc weapon final blows create an Orb of Power.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1e
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (5/10)
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Arc Weapon Surge1e
Your 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 Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach1efill
Reduces 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.