Centerpiece: Liar's Handshake (Gauntlets) · Subclass: Arcstrider (Arc) · Role: Infinite Arc-melee brawler — Monte Carlo refills the punch, Liar's Handshake lands the +400% counter-heal Sandbox: 9.7.0 · Updated 2026-07-03
Spray Monte Carlo to top off your melee, throw a Combination Blow, and Liar's Handshake hands you a free, empowered counter-punch that heals on hit. Every kill feeds the next — the gun's bullets and kills refund melee, melee kills refill the gun's magazine, and Gambler's Dodge fully re-arms the punch beside a pack. The gun is the battery; the fist is the gun. You never stop punching.
The exotic
Liar's Handshake (Gauntlets) — 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.
Monte Carlo (Auto Rifle) — Monte Carlo Method: Dealing damage with this weapon reduces your melee cooldown and grants a chance to fully charge your melee ability with each kill.
This is a legal dual-exotic (one armour + one weapon). Liar's Handshake is the centrepiece: while an Arc melee ability is equipped, scoring an Arc elemental melee hitortaking melee damage arms Cross Counter for your next melee within 3 seconds — a punch worth +400% additional base melee damage that restores 40 HP on hit and deals Arc damage (Clarity). Monte Carlo is the battery that keeps that punch loaded: dealing damage grants 2% melee energy per hit and kills have a 25% chance to fully charge the melee (Clarity). Its Markov Chain trait stacks weapon-kill damage to +65% in PvE at five stacks, and — the load-bearing line — melee kills instantly refill Monte Carlo's magazine and grant all five stacks. The gun batteries the fist; the fist re-batteries the gun.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Combination Blow is the strongest Arc melee — it satisfies Cross Counter's "Arc Melee Ability equipped" clause and unlocks the full native heal/dodge/jolt loop.
Super
Gathering Storm
Throw the staff for a wide jolt that seeds Amplified (Flow State) and the artifact's jolt payoffs; Arc Staff is the alt if you'd rather brawl through the Super.
Class ability
Gambler's Dodge
Dodging within 15 m of enemies refunds up to 200% melee energy at 200 Melee — the on-demand reset that re-arms Combination Blow and re-triggers Lethal Current.
Movement
Flex (Triple / Strafe / High Jump)
Not load-bearing; pick whichever jump keeps you closing on the pile.
Melee
Combination Blow
Required — the Arc melee that arms Cross Counter; chained kills heal, refund dodge, and stack damage to x3.
Grenade
Flex (Arc — Arcbolt / Flux)
Not load-bearing; pick for chip jolt and Spark synergy. Dump stat.
Aspect 1
Flow State
Defeating a jolted target makes you Amplified, speeding melee/reload/dodge regen and adding a damage-resistance cushion. Two fragment slots.
Aspect 2
Lethal Current
After dodging, your next melee gains lunge range, jolts, and drops an aftershock — the jolt feeds Flow State and the artifact. One fragment slot.
Fragments
Resistance / Feedback / Frequency
Crowd DR + a stacked counter-punch + reload uptime to keep Monte Carlo humming.
Exotic armour
Liar's Handshake (Gauntlets)
The centrepiece — turns each Arc melee (or tanked hit) into a +400% healing counter-punch.
Weapons
Monte Carlo (Kinetic Primary) · Arc Special · Arc Heavy
Monte Carlo is the melee battery and Unstoppable engine; the Arc special/heavy cover burst and ride Amplified.
Fragments
Spark of Resistancedamage resistance while surrounded — you live in melee range
Spark of Feedbacktaking melee damage briefly boosts your outgoing melee — stacks with Cross Counter off the same hit
Spark of Frequency (melee hits raise reload/stability, boosted while Amplified — keeps Monte Carlo topped between punches). *(Flow State 2 + Lethal Current 1 = 3 fragment slots.)
Why it works (the mechanics)
The melee never runs dry — three batteries. Monte Carlo gives 2% melee per hit and a 25% full-charge chance per kill (Clarity); Combination Blow kills refund a slice of melee plus your dodge; and Gambler's Dodge within 15 m of a pack refunds up to 200% melee at 200 Melee. You are never more than a trigger-pull or a dodge from the next punch.
Cross Counter is a free, repeatable +400% punch. Landing a Combination Blow is "scoring an Arc elemental melee hit", so it arms Cross Counter for the very next melee. Punch, then the next punch is empowered (+400% base, +40 HP), and that kill arms the one after — the loop cycles on offence alone, no need to get hit.
When you do get hit, it doubles up. An enemy melee that lands triggers both Cross Counter and Spark of Feedback on the same next punch — the +400% base stacks with Feedback's outgoing-melee boost, plus the 40 HP heal. Tanking a melee is a reward, not a risk.
The gun is also a real gun. Markov Chain climbs to +65% PvE weapon damage off weapon kills, and every melee kill refills the magazine and slams it to five stacks — so Monte Carlo deletes the trash you are not punching, at full damage, between punches.
Healing is layered, not single-source. Cross Counter's 40 HP per hit, Combination Blow's on-kill heal, Spark of Resistance's crowd DR, and Flow State's Amplified regen keep you upright in the middle of the pile where a normal Hunter folds.
Jolt closes the subclass loop. Lethal Current jolts the post-dodge melee, jolted kills make you Amplified (Flow State), Amplified speeds the whole loop and boosts the fragments — and the artifact's Tazer Tag, Dielectric and Blinding Jolts all pay out off that jolt for free chip, Bolt Charge, and blind.
Stats & mods
Melee 200 → Health → Class. Melee at 200 is a hard requirement: it cuts the Combination Blow cooldown, maxes the Gambler's Dodge refund (200% within 15 m), and — under Armor 3.0 — scales the powered-melee damage the +400% multiplies. Then Health for point-blank survivability and Class to keep the dodge online as the melee-reset trigger. This is a brawler archetype — lean into Melee/Health rolls; Super and Grenade are dump stats.
Mods:
Boots: Kinetic Scavenger / Kinetic Loader — Monte Carlo reserves and reload.
Arms: Heavy Handed (powered-melee final blows make Orbs) + Momentum Transfer / Impact Induction (grenade↔melee cooldown trades).
Chest: Concussive Dampener + an elemental Resist ×2 — flat survivability for the brawl.
Class item: Powerful Attraction (vacuum Orbs on dodge) + Recuperation (heal on Orb pickup, stacks with the 40 HP) + Reaper.
Surge: Kinetic Weapon Surge ×2 (Monte Carlo damage while you hold Armor Charge).
Anti-Champion: Unstoppable is intrinsic via the artifact's Kinetic Rupture on Monte Carlo; slot an anti-Barrier / anti-Overload weapon mod on the Arc special or heavy when the activity demands it.
Artifact — Encrypted Data Disk
Picks (2/3/2):
Tier 1: Kinetic Synthesis · Fierce Proxemics
Tier 2: Dielectric · Armorsmith · Blinding Jolts
Tier 3: Tazer Tag · Kinetic Rupture
Encrypted Data Disk's theme is literally Arc + Kinetic, matching the Arcstrider subclass and Monte Carlo's real Kinetic element — the cleanest artifact fit.
Tazer Tag makes every Arc-powered melee (Combination Blow / Cross Counter) jolt and deal bonus damage, and Kinetic Rupture turns Monte Carlo's sustained Kinetic fire on a powerful combatant into a staggering shockwave — that shockwave is your Unstoppable answer.
Dielectric turns Arc-debuffed kills into Bolt Charge, an Orb, and a heal; Armorsmith grants damage resistance and increased melee damage on shield-break; Blinding Jolts blinds nearby combatants on jolted final blows — crowd control while you punch.
Kinetic Synthesis spawns an ammo brick off sustained Monte Carlo fire; Fierce Proxemics refunds grenade and melee energy on finisher final blows — a fourth melee battery.
Every pick is a real Encrypted Data Disk mod at the correct tier, exactly 2/3/2.
Where it shines
Add-dense PvE — strikes, Nightfalls, GMs, the pyramid of Onslaught: the punch loop self-sustains health and melee off a crowd, and Monte Carlo mops the leftovers.
Sustained face-tanking — the layered heal (Cross Counter 40 HP + Combination Blow + Recuperation + Amplified) lets you fight from inside the pile rather than peeling.
Champion coverage:Unstoppable is broken intrinsically — hold Monte Carlo on a powerful combatant to pop Kinetic Rupture's staggering shockwave. Barrier and Overload are not natively covered (jolt does not stun on its own); bring an anti-Barrier / anti-Overload weapon mod on the Arc special or heavy.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
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 (7/10)
Kinetic Loader1e
Increases reload speed of Kinetic weapons.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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 (3/10)
Kinetic Scavenger1e
Kinetic weapons get bonus reserves when picking up ammo used by that weapon.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Class Item (5/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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).