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Arc

Legend of Acrius — Counterpunch (Hunter)

Melee-shotgun bruiser — punch to load, blast to delete
✓ Manifest Arc · Heavy · 55 RPM · No intrinsic champion

Weapon: Legend of Acrius (Shotgun · Special · Arc) · Subclass: Arcstrider · Role: Melee-shotgun bruiser — punch to load, blast to delete Sandbox: 9.7.0 · Created 2026-06-16

Acrius is a slug-cannon that overpenetrates a line of bodies for absurd Arc damage, and its catalyst pays you to punch first: Trench Barrel turns a melee hit into a window of +damage/handling/reload for the next three shells. So the build is a fist: Combination Blow to land the punch, Liar's Handshake to make that punch a healing nuke, then drop two-to-three Trench-Barrel-juiced slugs through the whole pack before the window closes. Melee opens it, the gun closes it, and Cross Counter pays your health back every cycle.

The weapon

Shock Blast (intrinsic): "This weapon fires blasts of high-damage Arc energy that overpenetrates enemies." (verbatim)

Acrius Catalyst — Deeper Pockets / Trench Barrel: "Increased ammo reserves. / After a successful melee hit, this weapon gains increased damage, handling, and reload speed for a short duration—or until three shots are fired." (verbatim)

What it does: each shell is a single high-damage Arc slug that punches through the first target into everything behind it — Acrius does line-AoE, not cone-spread, so it murders aligned packs and shielded majors. The catalyst is the whole point: melee → 3 enhanced shots. Combination Blow's stacking melee already wants you punching constantly; every punch re-arms Trench Barrel for free, and the reserves bump means you actually have shells to spend the window on. This is the canonical "punch-shotgun" loop, and Arcstrider is its native home.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)Combination Blow + amplified + jolt = the melee engine Trench Barrel feeds on.
SuperGathering StormBurst pick — embed the staff, jolt the pack, then keep punching. (Arc Staff if you want a roaming bail-out.)
Class abilityGambler's DodgeNear an enemy → full melee back. Restarts the punch → Trench Barrel cycle on demand.
MeleeCombination BlowChained melee kills heal, refund dodge, and stack melee damage ×3 — the punch that arms the gun.
GrenadeFlux / Arc grenadeCheap jolt application to feed Flow State amplified; lingering Arc if you take Spark of Magnitude.
Aspect 1Lethal CurrentAfter dodging, next melee gets bonus lunge + jolts + an aftershock — closes distance to punch and jolts the target you're about to shotgun.
Aspect 2Flow StateDefeating a jolted target → amplified (DR + reload + handling + dodge regen). Lethal Current jolts → kills → amplified, on loop.
Fragments

Why this works (the mechanics)

Stats & mods

Melee 200 → Health/Class → Weapons. Melee is the engine (Combination Blow damage, faster melee regen, and you punch every cycle); Class high to keep Gambler's Dodge online for the melee refund; Health/Weapons after. Spark of Resistance (+10 Melee) and Spark of Frequency lean the same way.

Mods (standard armour mods are not in our manifest encyclopedia — see Verify):

Where it shines

### The other two weapon slots