Dodge next to a body, throw one punch, and the counterpunch heals you to full while the hit lands harder than the last. Chain it across the room — the moment of maximum risk is also the heal trigger, so you simply do not die while everything around you does. Arc bursts and Transcendence show up as by-products of the same rhythm.
The exotic
Cross Counter: Using your Arc melee ability or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch that will heal you.
(Clarity) While you have an Arc Melee Ability equipped: Receiving Melee damage or scoring an Arc Elemental Melee Hit grants the 'Cross Counter' buff for your next Melee Attack within 3 seconds. Cross Counter grants 400% additional base Melee damage and restores 40 HP on Melee Hits. Cross Counter's Melee deals Arc Damage.
Liar's Handshake turns your Arc melee into a self-healing sledgehammer. Land an Arc melee hit (Combination Blow qualifies) and you get a 3-second window to throw a follow-up that carries +400% base melee damage and restores 40 HP — so the punch that puts you in danger is the same punch that tops you off. Because the counterpunch is a separate damage bucket layered on top of Combination Blow's own ramp, the two multiply rather than average, which is why the haymaker one-shots things the tooltips say it shouldn't. The upgrade path is a Prismatic exotic class item rolling Spirit of the Liar (keeps the healing counterpunch) alongside Spirit of Caliban (punches also ignite) or Spirit of the Assassin (invisibility on melee kills) — one perk per column, so Liar can't pair with a second Col-2 spirit.
Loadout
Slot
Pick
Why
Subclass
Prismatic
Splits Light/Dark energy so Arc punches and Strand/Stasis CC both charge Transcendence in one loop.
Super
Storm's Edge (Arc)
Roaming Arc add-clear and a panic button; the build isn't super-reliant, so this is flex (Golden Gun works too).
Class ability
Gambler's Dodge
Dodging near an enemy fully recharges your melee — the literal engine of the loop.
Movement
Triple Jump
Extra aerial control to reposition between punches and set up Ascension; pure preference.
Melee
Combination Blow
Kills restore health and ramp melee damage in tiers; Gambler's Dodge refunds it instantly.
Grenade
Grapple (Strand)
Gap-closer to the next target that also feeds the Dark half of Transcendence.
Aspect 1
Ascension
Airborne Arc burst that amplifies allies and jolts targets — survivability plus chain clear.
Aspect 2
Winter's Shroud
Dodging slows nearby targets — crowd control that also sets up Facet of Courage's bonus damage.
Fragments
Protection · Courage · Hope · Dawn
DR while surrounded, bonus damage into slows, faster dodge under any buff, and Radiant on every punch.
Exotic armour
Liar's Handshake (Gauntlets)
The healing counterpunch that makes the loop immortal.
Weapons
Monte Carlo · Strand/Solar Special · Machine Gun
Monte Carlo refunds melee energy on damage; Special clears majors; MG covers sustained/champion DPS.
Fragments
Facet of Protection · Facet of Courage · Facet of Hope · Facet of Dawn
Why it works (the mechanics)
Three separate melee buckets stack multiplicatively. Combination Blow's tiered ability ramp, Cross Counter's +400% base melee damage (Clarity), and the artifact's Armorsmith shield-break bonus are different damage categories, so they compound instead of averaging — the source of the one-shot punches.
Gambler's Dodge converts a stat into melee uptime. Dodging next to an enemy fully refunds Combination Blow, so every point of Class-stat regen is directly melee economy — two stats funding one loop. Facet of Hope then regenerates your class ability faster whenever you hold any elemental buff (Radiant from Dawn, Amplified from Ascension), tightening the dodge→punch cadence.
The heal is welded to the damage event. Cross Counter restores 40 HP on the melee hit itself and Combination Blow heals on kill, so being in melee range — the riskiest position — is also the heal trigger. There is no separate survival rotation to manage.
Facet of Dawn makes you Radiant on contact. Powered-melee hits grant Radiant, a weapon-damage buff, and it's active every single punch — feeding both the haymaker chain and any add-clear gunplay.
Winter's Shroud + Facet of Courage turn CC into damage. Dodging slows nearby targets (a Darkness debuff), and Facet of Courage makes your Arc/Solar/Void abilities deal increased damage to Darkness-debuffed targets — so the same dodge that resets your melee also debuffs the crowd you're about to punch.
Transcendence charges itself. Arc punches fill the Light gauge; Grapple movement and Winter's Shroud slows fill Dark — so playing the loop passively charges Transcendence, and Facet of Protection's DR is increased while Transcendent, deepening the immortality exactly when you spike.
Stats & mods
Melee 200 → Class → Health. Lean into archetypes that carry those pairs: Reaver (Class/Melee), Skirmisher (Melee/Weapons), and Brawler (Melee). All exotic armour is Tier 5 now, so hitting the spread is easy.
Mods:
Boots — Recuperation (heal on Orb pickup) + Innervation/Absolution as flex; you swim in orbs, so on-orb regen is nearly permanent.
Arms — Melee Kickstart ×2 (refund melee energy when it whiffs on a shielded target) + a Heavy/Special Ammo Finder.
Chest — Concussive Dampener / elemental resist mods; pure survivability garnish on an already-immortal loop.
Class item — Better Already (health regen on Orb pickup) + Bomber or Utility Kickstart to speed the dodge back.
Surge — one Surge mod matching your Heavy's element (feeds the Machine Gun damage step).
Anti-Champion — none from armour; under Anti-Champion 2.0 champions are stunned by weapon archetype, so coverage comes from your gun kit (below).
Artifact — Encrypted Data Disk
Picks (2/3/2):Press the Advantage + Fierce Proxemics — Armorsmith + Counter Energy + Precision Equity — Elemental Orbs: Arc + Tazer Tag
Armorsmith — breaking a shield grants DR and increased melee damage with no elemental conditions, making it the unconditional melee pick for a build with no native Woven Mail/overshield.
Tazer Tag — Arc-powered melee hits jolt and deal further damage: it lands straight onto the core haymaker, adding jolt chain-clear to every punch.
Counter Energy — stunning a champion returns energy to your least-charged ability, topping up whichever half of the loop is starved.
Precision Equity — precision final blows build toward a large Orb of Power; Monte Carlo's chatter feeds your on-orb mod payoffs (Recuperation/Better Already).
Elemental Orbs: Arc — Arc kills spawn jolting Arc orbs, another orb source for the on-pickup regen and a second jolt vector.
Press the Advantage + Fierce Proxemics — shield-break stability/handling/reload and finisher-driven grenade+melee energy round out the two-tier picks with more melee-economy and gunplay smoothing.
(Why not Shieldcrush? Its melee boost gates behind Woven Mail / Frost Armor / Void Overshield, none of which this build generates natively — Armorsmith is the unconditional pick.)
Where it shines
Add-dense general PvE — the dodge→punch→heal loop resets faster the more bodies are around, so packed rooms make you stronger, not more fragile.
Survivability-check content — with the heal welded to the damage event and DR from Protection/Ascension/Transcendence, you rarely have a "who healed me?" downtime.
Champion coverage — the build breaks nothing intrinsically from armour; bring a spread of weapon archetypes for Anti-Champion 2.0 (e.g. Rapid-Fire for Overload + Aggressive for Unstoppable + Precision for Barrier). Tazer Tag's jolt and Counter Energy help once champs are stunned, but the stun itself is on your gun kit.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Arms (4/10)
Melee Kickstart1e
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
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 (7/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Legs (5/10)
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Class Item (7/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber1e
Reduces 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: so coverage comes from your gun kit (below).