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Monte Carlo — Liar's Combo (Arc Hunter)

Infinite-melee Combination Blow blender
✓ Manifest Kinetic · Primary · 600 RPM · No intrinsic champion

Weapon: Monte Carlo (Auto Rifle · Primary · Kinetic) · Subclass: Arcstrider · Role: Infinite-melee Combination Blow blender Sandbox: 9.7.0 · Created 2026-06-16

Monte Carlo's whole identity is "shoot the gun, get your melee back." Pair the one Auto Rifle that refunds melee energy on damage with the one Hunter melee that heals + ramps on kills (Combination Blow) and the one exotic that turns a melee into a free, healing counter-punch (Liar's Handshake), and you get a self-sustaining loop where the gun pays for the punch and the punch pays for the gun. Kinetic primary, so it leans on the subclass for stuns — but you will never run out of either resource.

The weapon

Monte Carlo Method (intrinsic): "Dealing damage with this weapon reduces your melee cooldown and grants a chance to fully charge your melee ability with each kill."

Markov Chain (on-weapon perk, verbatim): "This weapon gains increased damage from melee kills and kills with this weapon. Melee kills grant ammo for this weapon."

Catalyst — Stochastic Vengeance (verbatim): "At 5 stacks of Markov Chain, [Alternate Weapon Action] - switches between your melee attack and Monte Carlo's bayonet. Landing a bayonet melee hit grants melee energy."

What it does: every bullet shaves your melee cooldown; kills can hard-refill the charge outright. Markov Chain then makes the gun and your melee hit harder the more you kill, and melee kills feed ammo straight back into the mag — so the gun and the fist are one closed loop. The catalyst's bayonet is a second, free melee source at 5 stacks that also refunds melee energy: with Combination Blow's own refund this means you effectively never see a melee cooldown bar.

Loadout

SlotPickWhy
SubclassArcstriderCombination Blow is the only melee that heals + damage-ramps on kill — the perfect partner for a melee-refund gun.
SuperGathering Storm (or Arc Staff)Single-target/champion delete; Arc Staff for adds. Either keeps you in-element.
Class abilityGambler's DodgeMelee energy on dodge, scaled by Melee stat — a third melee-refund source stacked on the gun.
MeleeCombination BlowQuick strike, ×3 stacking melee-damage buff, heals on kill, returns class energy scaled by Class stat.
GrenadeFlux Grenade (or Skip)Attach-and-detonate burst for a priority/champion; grenade is a side dish here.
Aspect 1Lethal CurrentAfter a dodge your next melee gets bonus lunge, jolts, and drops an aftershock — closes gaps to the next target and chains Arc damage.
Aspect 2Flow StateDefeating a jolted target makes you Amplified (faster everything + DR). Lethal Current jolts → kill → Flow State Amplified, permanently.
Fragments

Exotic — 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."

This is the iconic Monte Carlo pairing. Using Combination Blow arms Cross Counter; the follow-up counterpunch is a second, massively-buffed melee that also heals you and also counts as a Combination Blow hit/kill — so it banks another ×1 stack, another heal, and (via the gun) more melee refund and ammo. One trigger = two heals and two damage instances. Liar's turns Combination Blow from a one-punch combo into a two-for-one, and Monte Carlo pays the bill.

Why this works (the mechanics)

Stats & mods

Melee 200 → Class 100+ → Health. Melee maxes Combination Blow/Cross Counter damage and the Gambler's Dodge refund; Class scales Combination Blow's class-energy return (feeds the dodge that arms Lethal Current). Health is the dump stat — you heal off kills, counters, and Amplified, so the stat is the cheapest thing to trade.

Archetypes: Brawler (Melee/Health) or Gunner pieces favouring Melee. Mods: Melee loaders/Heavy Handed (melee kills → Orbs), Kinetic Weapon Surge ×2 on boots (straight damage onto Monte Carlo), Momentum Transfer / Impact Induction (melee↔grenade energy), Recuperation/Better Already on orb pickup for extra sustain, and an Arc resist on chest for the melee scrums.

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 (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade 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)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
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). Flex/loadout-dependent: an Arc resist on chest for the melee scrums.