← Back
Arc

Cross-Counter — Gathering Storm (Arc Hunter)

Infinite Arc-melee brawler — Monte Carlo refills the punch, Liar's lands the +400% counter-heal — dual-exotic with Monte Carlo
Liar's Handshake on light.gg

Anchor: Liar's Handshake · Subclass: Arcstrider (Arc) · Role: Infinite Arc-melee brawler — Monte Carlo refills the punch, Liar's lands the +400% counter-heal — dual-exotic with Monte Carlo Sandbox: 9.7.0 · Built 2026-06-27

Spray Monte Carlo to top off your melee, throw a Combination Blow, and Liar's Handshake hands you a free +400% Cross Counter punch that heals 40 HP on hit. Every kill feeds the next: Monte Carlo's bullets and kills refund melee energy, melee kills refill Monte Carlo's mag, and Gambler's Dodge fully recharges the melee near a pack. The gun is the battery; the fist is the gun. You never stop punching.

Loadout

SlotPickWhy
SuperGathering StormThrow the staff → a wide jolt that seeds the Amplified loop (Flow State) and the artifact's jolt payoffs. Arc Staff is the alt if you'd rather keep brawling through the Super.
Class abilityGambler's DodgeDodging near enemies fully recharges your melee — the on-demand reset that re-arms Combination Blow when Monte Carlo hasn't topped it yet. Also triggers Lethal Current.
MeleeCombination BlowRequired. The Arc melee that satisfies Cross Counter's "Arc Melee Ability equipped" clause. Chained melee kills heal, refund dodge, and stack damage (to x3).
GrenadeFlex (Arc — Arcbolt/Flux)Not load-bearing; pick for Spark synergy and chip jolt. Dump stat.
Aspect 1Flow StateDefeating a jolted target makes you Amplified; while Amplified you get faster melee/reload/dodge regen + a DR cushion — keeps the punch loop fast and survivable. 2 fragment slots.
Aspect 2Lethal CurrentAfter dodging, your next melee gains lunge range, jolts, and drops an Arc aftershock. The jolt feeds Flow State (kill jolted → Amplified) and the artifact's Dielectric/Blinding Jolts/Tazer Tag. 1 fragment slot.
Fragments

Exotic — Liar's Handshake (Gauntlets) + Monte Carlo (Kinetic — verify slot)

Dual-exotic (one armour + one weapon is legal). Liar's Handshake — Cross Counter: 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 within 3s. That punch deals +400% additional base melee damage, restores 40 HP on hit, and deals Arc damage (Clarity). Monte Carlo — Monte Carlo Method: dealing damage grants 2% melee energy per hit; kills have a 25% chance to fully charge your melee (Clarity). Its Markov Chain trait stacks weapon-kill damage (+13/26/39/52/65% PvE at 1–5 stacks, 4.5s) and — critically — melee kills instantly refill Monte Carlo's magazine and grant all 5 stacks. The gun batteries the fist; the fist re-batteries the gun.

Note — Monte Carlo is Kinetic, not Arc (manifest `weapon_facts`: Kinetic / Primary / 600 RPM Auto Rifle). The brief's "Arc Auto Rifle" framing is off, but the build is unaffected: Monte Carlo's melee-refund intrinsic is element-agnostic, and the build's Arc identity comes from the Arcstrider subclass + Combination Blow + Cross Counter (all Arc). See Notes for the catalyst caveat.

Why this works (the mechanics)

Weapons

Stats & archetypes

Melee 200 (hard requirement) → Health ~100 → Class ~100 → Weapons as able → dump Super/Grenade. Melee at 200 cuts the Combination Blow cooldown and (Armor 3.0) scales powered-melee damage, multiplying under the Cross Counter +400%. Health ~100 buys the survivability to fight at point-blank. Class ~100 keeps Gambler's Dodge online as the melee-reset/Lethal-Current trigger. Weapons is the secondary — it lifts Monte Carlo's damage and ammo, but the gun is mostly a battery, not the kill source. Super and Grenade are dump stats; the build doesn't lean on either.

Set bonus (none required)

No set bonus is needed — the loop is driven by the two exotics + the subclass, not gear. A 4pc that adds melee damage, melee regen, or class-ability regen (or weapon/Health survivability) is a free garnish but never the driver. Run whatever Tier-5 rolls hit the Melee → Health → Class stat plan.

Artifact — Encrypted Data Disk

Picks (2/3/2): Kinetic Synthesis + Fierce ProxemicsDielectric + Armorsmith + Blinding JoltsTazer Tag + Kinetic Rupture

Encrypted Data Disk is the cleanest fit — its theme is literally Arc + Kinetic, matching the Arc subclass and Monte Carlo's real Kinetic element. Tier 3 carries the build: Tazer Tag (Arc-powered melee hits jolt + deal bonus damage — every Combination Blow / Cross Counter punch) and Kinetic Rupture (Monte Carlo's Kinetic damage on powerful combatants → staggering shockwave = Unstoppable coverage). Tier 2 pays out the jolt and props up the melee: Dielectric (Arc-debuffed kills → Bolt Charge + Orb + heal), Armorsmith (shield break → DR + increased melee damage), Blinding Jolts (final blows on jolted blind nearby — crowd control while you punch). Tier 1 feeds the gun and the fist: Kinetic Synthesis (Monte Carlo's sustained Kinetic fire spawns an ammo brick → kinetic + special/heavy ammo) and Fierce Proxemics (finisher final blows grant grenade + melee energy — a fourth melee battery).

Mods (by slot)

Loop

Notes