← Back
Arc

Sleight of Hand — Assassin's Cowl + Monte Carlo (Arc Hunter)

Infinite invis-melee assassin — Monte Carlo is the battery that keeps Combination Blow firing for non-stop Cowl invis and heal
Assassin's Cowl on light.gg

Centerpiece: Assassin's Cowl (Helmet) · Subclass: Arcstrider (Arc) · Role: Infinite invis-melee assassin — Monte Carlo is the battery that keeps Combination Blow firing for non-stop Cowl invis and heal Sandbox: 9.7.0 · Updated 2026-07-03

Assassin's Cowl pays you invisibility and a heal for every powered-melee kill, and Combination Blow is that kill. The only thing that ever stalls the loop is the fist being on cooldown — so Monte Carlo becomes the battery: every bit of damage refunds melee energy, and gun kills can fully recharge the fist outright. Spray to close the gap, punch to vanish. The fist never stops, so the invis never drops.

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.

Assassin's Cowl converts the killing punch of Combination Blow into two rewards at once: you go invisible and you heal a chunk of health and shields. Every link in the melee chain is a powered-melee final blow, so every link re-cloaks and re-heals you for free — no fragment tax, no cooldown of its own. The trait scales up with difficulty: finishers and final blows on more powerful targets (majors, minibosses, champions) stretch the invisibility duration and grow the heal, so the build gets safer exactly as the content gets harder. Its only structural weakness is melee uptime — if a punch whiffs or the fist is empty, nothing procs. That single gap is what the weapon exists to close.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Arc gives Combination Blow, Jolt, and Amplified — the melee chain, the CC verb, and the speed buff the whole loop runs on.
SuperGathering StormThrow-and-embed staff jolts a wide area, so jolted kills feed Flow State and Spark of Ions and seed the next melee chain.
Class abilityGambler's DodgeDodging near enemies refunds the melee — a second charge source under Monte Carlo, and it arms Lethal Current.
MovementTriple JumpExtra aerial reset to reposition between punches while cloaked.
MeleeCombination BlowThe build: chained final blows heal, refund the dodge, and stack up to x3 damage, and each kill is the powered final blow that procs Cowl.
GrenadeArcboltCheap Arc grenade that chains lightning between clustered targets; mostly a stat dump and chip damage while the fist recharges.
Aspect 1Lethal CurrentAfter a dodge the next melee jolts, drops an aftershock, and blinds jolted targets — CC and Jolt baked into the dodge you already throw.
Aspect 2Flow StateJolted kills make you Amplified; while Amplified your dodge regens faster and reload is greatly increased, reinforcing the dodge-melee rhythm.
FragmentsResistance · Ions · Amplitude · FrequencyDamage resist, trace economy, Orb generation, and reload/stability — all keyed off the Jolt/Amplified verbs the loop already produces.
Exotic armourAssassin's Cowl (Helmet)Turns every Combination Blow kill into invisibility + heal, and pays more the tougher the target.
WeaponsMonte Carlo (Kinetic AR) + Special/HeavyMonte Carlo is the melee battery and ranged option; the Special/Heavy cover ranges the fist can't and bring the champion frames the kit lacks.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Class. Brawler archetype (Melee primary), with a Health/Class secondary lean for melee-range survivability and dodge uptime. Melee 200 is the cooldown of the ability the build is and scales the Gambler's refund and Combination Blow's bonus damage; Monte Carlo, Gambler's, and Melee Kickstart do the rest of the refilling.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid 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 (4/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
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.

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: while critically wounded; a third battery alongside Monte Carlo; Gathering Storm damage. - **Anti-Champion:** Jolt covers Overload intrinsically; bring weapon-frame Barrier/Unstoppable on the Special/Heavy.