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Arc

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

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

Anchor: Assassin's Cowl (Helmet) · Subclass: Arcstrider (Arc) · Role: Infinite invis-melee assassin — Monte Carlo is the melee battery that keeps Combination Blow firing for non-stop Cowl invis + heal Sandbox: 9.7.0 · Created 2026-06-24

Assassin's Cowl pays you invis + 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 you deal refunds melee energy, and kills can fully recharge it outright. Spray to close the gap, punch to vanish. The fist never stops, so the invis never drops.

The pairing — why two exotics, not one

Assassin's Cowl is the helmet, Monte Carlo the Primary:

Loadout

SlotPickWhy
SuperGathering StormThrow-and-embed staff jolts a wide area → jolted kills feed Flow State/Spark of Ions and seed the next melee chain. (Arc Staff to roam.)
Class abilityGambler's DodgeNear enemies, refunds the melee — a second feed under Monte Carlo, and it arms Lethal Current.
MeleeCombination BlowThe build. Chained final blows heal, refund the dodge, and stack ×3 damage — and each kill triggers Cowl's invis + heal.
GrenadeFlux / ArcboltCheap Arc grenade for a jolt proc (with Spark of Shock); mostly a stat dump.
Aspect 1Lethal CurrentAfter dodging, the next melee jolts + drops an aftershock and blinds jolted targets — CC + jolt baked into the dodge you already throw.
Aspect 2Flow StateJolted kills → Amplified; while Amplified, faster dodge regen + greatly increased reload — reinforces the dodge↔melee rhythm.
Fragments (4 slots = 2+2)

Exotic armour — Assassin's Cowl (Helmet)

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 powered melee final blows — Combination Blow's killing punch is one, so every link procs Cowl (invis + heal) for free. It gets safer as content gets harder: majors/champions extend the invis and grow the heal.

Exotic weapon — Monte Carlo (Auto Rifle · Kinetic · Primary)

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."

A 600-RPM Kinetic AR. It isn't here for damage numbers — it's the melee battery. Sustained fire shaves the Combination Blow cooldown and gun kills can hand you a full melee, so even when a target is out of punch range (or a champion won't die to a fist), the fist is back the moment you need it.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Melee 200 → Health 150 → Class 100 → Weapons/Super dump.

Archetypes: Brawler (Melee), Skirmisher (Melee/Weapons), Reaver (Class/Melee), Bulwark (Health). Mods: Melee Kickstart ×2, Recuperation / Better Already, Heavy Handed, Arc Siphon.

Artifact — Tablet of Ruin (Episode: Heresy)

Picks (2/3/2): Dielectric + Photonic FlareFlashover + Harsh Refraction + Gold From LeadDefibrillating Blast + Elemental Supercharger The Arc-leaning artifact: it turns the Arc kill loop into Bolt Charge → Amplified and covers the Barrier/Unstoppable champs Jolt can't.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3eRapid 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 (5/10)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.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
Arc Weapon Surge 1e fillYour 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)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.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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).

The loop