← All builds
Arc

Cerberus+1 — Cross Counter (Hunter)

In-your-face shotgun-auto bruiser with a self-healing punch loop
✓ Manifest Kinetic · Primary · 360 RPM · No intrinsic champion

Weapon: Cerberus+1 (Auto Rifle · Primary · Kinetic) · Subclass: Arcstrider (Arc) · Role: In-your-face shotgun-auto bruiser with a self-healing punch loop Sandbox: 9.7.0 · Created 2026-06-16

Cerberus+1 is a four-barrel Auto Rifle that fires a shotgun-wide cone — it melts everything inside ~10 m and does nothing past it. The only way to abuse that is to live at point-blank, so the build is built around staying there: Arc, Liar's Handshake to heal off every counterpunch, and a melee/amplified loop that turns the danger zone into the safe zone. Get in, spray, punch, heal, repeat. The catalyst's Focused-Fire single barrel is your "kill the priority at mid-range" button when the cone won't reach.

The weapon

Four-Headed Dog (intrinsic): "Shoots erratic bullets from all gun barrels at the same time." Verbatim from the manifest.

Catalyst — Focused Fire: "After a final blow with this weapon, [Alternate Weapon Action] to return ammo to the magazine and swap to a tighter spread that deals increased damage." Verbatim.

What it does: the base gun sprays a four-barrel cone — devastating burst DPS inside shotgun range, useless past it. It's a 360 RPM Adaptive-frame Kinetic Primary (Impact 33, mag 31, Recoil Direction 86). The catalyst gives you an on-demand exit from the spread: get a kill, press the AWA, and you refund the mag and switch to a tight, higher-damage spread so you can reach out and finish a straggler or a champion before diving back into the cone. So it's two guns in one: a panic-button shredder up close, and a focused single-pattern auto on command. The whole build exists to keep you in cone range safely and to feed the final blows that arm Focused Fire.

Loadout

SlotPickWhy
SubclassArcstriderAmplified = move speed + DR to survive point-blank; Arc melee is what Liar's heals off.
SuperGathering StormThrow-and-strike that jolts a wide area — clears the pack you waded into and resets your space. (Arc Staff if you want a panic spin.)
Class abilityMarksman's DodgeReloads Cerberus on dodge — refills the 31-round mag mid-cone without leaving the fight.
MeleeCombination BlowChained melee kills heal, refund dodge, and stack melee damage — the core close-range engine Liar's bolts onto.
GrenadeArcbolt GrenadeChains jolt through the pack you're standing in; with Spark of Shock it jolts → amplified fuel.
Aspect 1Flow StateDefeating a jolted target → Amplified; while amplified, faster reload/melee/dodge regen — keeps Cerberus topped and Combination Blow online.
Aspect 2Lethal CurrentPost-dodge melee gets bonus lunge + jolts + an aftershock — Marksman's Dodge → punch closes gaps, jolts (feeds Flow State), and Liar's counterpunch heals.
Fragments

Exotic armour — 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." Verbatim.

This is the Cerberus pairing. The weapon forces you into melee range; Liar's turns that exposure into sustain. Every time an enemy swings at you — or any time you throw your own Arc melee — you get a free, massive counterpunch that heals you to full. Combined with Combination Blow's heal-on-kill, you have two independent "punch → top off health" sources, so you can sit inside the four-barrel cone and tank the chip damage that range demands. The counterpunch also is a melee kill, which chains Combination Blow and (via Lethal Current/Flow State) keeps you amplified.

Why this works (the mechanics)

Stats & mods

Melee 200 → Health 100+ → Class. Melee is the whole build — Combination Blow damage/heal, counterpunch frequency, Lethal Current lunge all scale or gate on it. Health 100+ because you are deliberately eating point-blank fire. Class for dodge uptime (your reload + jolt-punch setup).

Where it shines

The other two weapon slots (complement the close-range Kinetic Primary):