← Back
Arc

Bastion — Saint's Fists (Arc Hunter)

Point-blank brawler — melee ↔ fusion loop that deletes majors, heals on the punch, and stuns Unstoppables intrinsically
Bastion on light.gg
Your gear best achievable Melee 131 / 200 target — 69 short — needs better rolls
Health 67 · Melee 131 · Grenade 14 · Super 40 · Class 45 · Weapons 77 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Special · Unstoppable

Centerpiece: Bastion (Fusion Rifle · Special · Kinetic) · Subclass: Arcstrider (Arc) · Role: Point-blank brawler — melee ↔ fusion loop that deletes majors, heals on the punch, and stuns Unstoppables intrinsically Sandbox: 9.7.0 · Updated 2026-07-03

Bastion is a fusion rifle that wants you to throw hands. Land a melee and it charges faster, hits harder, reloads quicker; land the burst and your next melee hits harder. That two-way feedback is a melee build wearing a fusion rifle, so we build the most relentless melee Hunter there is: Arcstrider with Liar's Handshake. Punch → heal + Cross Counter → fire a buffed three-spread point-blank → punch again. The fists feed the gun; the gun feeds the fists — and every charged burst breaks an Unstoppable.

The weapon

Saint's Fists (intrinsic): "Rapidly fires 3 spreads of pure force."

Catalyst — Cast No Shadows: "Dealing melee damage increases this weapon's handling and loads a small amount of ammo from reserves."

What it does: Bastion is the only fusion rifle that fires three discrete bursts per charge — a triple-tap that lands like a shotgun pellet wall at close range. The intrinsic is a closed loop with your melee: a melee hit grants the gun faster charge + more damage + faster reload (the offensive window), and pellets on target grant bonus melee damage back. It also carries an intrinsic Unstoppable breaker — a fully charged burst staggers Unstoppable Champions with no mod slot spent. The catalyst closes the loop further: every melee reloads Bastion from reserves (no manual reload between punches) and buffs handling. Run a melee subclass and Bastion never leaves its buffed state.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Best melee-uptime subclass; Amplified + jolt + Combination Blow keep the fists firing nonstop.
SuperGathering StormThrow-and-jolt for a priority/boss; jolt feeds Flow State's Amplified. (Arc Staff if you want the roaming melee Super.)
Class abilityGambler's DodgeRefunds melee energy near a target (scaled by Melee stat) — the core of the punch economy and Combination Blow uptime.
MovementTriple JumpAir control to close to fusion range.
MeleeCombination BlowChained melee kills heal, refund dodge, and stack melee damage — the dodge→punch→dodge engine.
GrenadeFlux GrenadeSticks for a guaranteed jolt/kill to start a Combination Blow chain (swap Arcbolt for add-chaining).
Aspect 1Lethal CurrentAfter dodging, next melee jolts + extends range + drops a damaging aftershock; melee hits on jolted targets blind. Turns every Gambler's Dodge into a stronger, safer punch.
Aspect 2Flow StateDefeating a jolted target → Amplified → faster reload/melee regen + dodge regen + resilience. Lethal Current jolts, Flow State converts the kill to Amplified.
FragmentsSpark of Frequency · Spark of Feedback · Spark of ResistanceDouble the post-melee reload buff, turn incoming hits into bigger swings, and add flat DR for the in-the-pack fusion range.
Exotic armourLiar's Handshake (Gauntlets)Cross Counter fires a healing counterpunch off your Arc melee or off being meleed — free heal + another melee hit to re-trigger Bastion's buff.
WeaponsArc primary (auto/SMG) + Machine Gun or SwordPrimary tags adds and keeps you Amplified-eligible when you can't close; heavy covers what the fists can't reach (Sword doubles the melee fantasy).
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Weapons. Melee is the entire build — it scales Gambler's Dodge melee refund, Combination Blow damage, and Liar's counterpunch. Health keeps you alive at point-blank; Weapons buffs Bastion's per-pellet output against minors/majors.

Archetype lean: Brawler/Gunner pieces favouring Melee + Health; push Weapons on the cloak.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Arc-leaning Episode pool that directly pays off this build's Jolt + Blind + Ionic Trace loop and turns point-blank surrounded play into Armor Charge — while Bastion's own intrinsic Unstoppable frees the artifact from having to source that champion.

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 Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
Melee Kickstart 1e fillWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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)Bomber 1eReduces grenade cooldown when using your class ability.
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.

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: Kinetic Impacts adds a redundant Unstoppable stun). Cover **Overload** with Jolt (Lethal Current / Gathering Storm); **Barrier** via your primary's frame or an anti-Barrier weapon mod.