← Back
Arc

Monte Carlo — Liar's Combo (Arc Hunter)

Infinite-melee Combination Blow blender
Monte Carlo 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 · Primary · 600 RPM · No intrinsic champion

Centerpiece: Monte Carlo (Auto Rifle · Primary · Kinetic) · Subclass: Arcstrider · Role: Infinite-melee Combination Blow blender Sandbox: 9.7.0 · Updated 2026-07-03

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 and ramps on kills (Combination Blow) and the one exotic gauntlet 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. It is a 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): "This weapon gains increased damage from melee kills and kills with this weapon. Melee kills grant ammo for this weapon."

Catalyst — Stochastic Vengeance: "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 (Clarity: 2% melee energy per hit), and kills have a chance to hard-refill the charge outright (25% chance for a full 100% melee). Markov Chain then makes the gun and your melee hit harder the more you kill — up to +65% weapon damage in PvE at 5 stacks — and a melee kill instantly refills the magazine, 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 on hit (a glaive-like stab reaching ~7m, 50% melee energy per landed hit): stacked with Combination Blow's own refund, you effectively never watch a melee cooldown bar.

Loadout

SlotPickWhy
SubclassArcstriderCombination Blow is the only melee that heals and 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 DodgeRefunds melee energy on dodge, scaled by Melee stat — a third melee-refund source stacked on top of the gun.
MovementTriple JumpExtra mid-air correction to reposition into and out of the melee pile.
MeleeCombination BlowQuick strike; stacking melee-damage buff, heals on kill, and returns class-ability energy scaled by Class stat.
GrenadeFlux GrenadeAttach-and-detonate burst for a priority target or champion; the grenade is a side dish here.
Aspect 1Lethal Current"After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock." — closes gaps and chains Arc damage.
Aspect 2Flow State"Defeating a jolted target makes you amplified." Lethal Current jolts, you kill, Flow State keeps you amplified (faster everything + DR) permanently.
FragmentsIons · Resistance · Feedback · DischargeTraces from jolted kills, in-pile DR, melee-damage-after-melee, and Arc-kill traces.
Exotic armourLiar's Handshake (Gauntlets)Cross Counter fires a buffed, healing counter on each Arc melee — a second Combination Blow hit for free, doubling the heal and the damage ramp.
WeaponsArc Special + Arc Heavy (e.g. an Arc shotgun/GL + Arc LMG)Keeps you in-element for surges and Spark of Discharge, and covers the range Monte Carlo cannot.
Fragments

Why it works (the mechanics)

Stats & mods

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

Archetype lean: Brawler (Melee/Health) pieces, or any roll that maxes Melee.

Mods:

Artifact — Encrypted Data Disk

This is the Arc artifact, and it plugs straight into the build's jolt → kill → Ionic Trace / amplified loop while patching the Kinetic Auto Rifle's two gaps: champion stuns and Arc orb generation.

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 (8/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Momentum Transfer 2eCausing damage with a grenade reduces your melee 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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (3/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using 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).