← All builds
Arc

Praxic Blade — Boomerang Barrier (Hunter)

Throwable anti-Barrier add-clear + punch-knight bruiser
✓ Manifest Kinetic · Special · No intrinsic champion

Weapon: Praxic Blade (Sword · Special · Kinetic) · Subclass: Arcstrider · Role: Throwable anti-Barrier add-clear + punch-knight bruiser Sandbox: 9.7.0 · Created 2026-06-16

A sword you don't have to be next to anything to swing. Praxic Blade throws itself, seeks a whole pack, and is intrinsically strong against Barrier Champions — a melee-archetype weapon that ranged-deletes the one champion melee normally can't reach. So pair it with the one Hunter that's already a melee engine: Arcstrider. Liar's Handshake turns the punch-and-recall loop into a self-healing brawl, the artifact's Riposte bolts Unstoppable onto the guard, and you cover two champion types off a single Heavy-attack throw. Throw it, recall it, counterpunch, repeat.

The weapon

Intrinsic — Ranged Weapon (verbatim, from the intrinsic-trait perk text):

Throw your Praxic Blade to hit multiple targets. Strong against [Shield-Piercing] Barrier Champions.

Intrinsic — Ranged Weapon (verbatim, exotics entry / Heavy-attack behaviour):

[Heavy Attack]: Throw your Praxic Blade, which will seek out multiple targets. Attacking recalls the Blade while it is in flight. [Heavy Attack]: Hold to perform a more powerful throw, sending the Blade on a straight path in the direction of your aim. Releasing the button recalls the Blade.

Catalyst: none present in the manifest snapshot — the weapon ships an Empty Catalyst Socket (confirmed in sockets), so a catalyst exists in-game but its perk text is not in `docs/encyclopedia/catalysts.md` (grep returned nothing). Do not build around a catalyst bonus; see Verify notes.

What it does: it's a Special-ammo Kinetic sword that fights as a thrown weapon. Tap-Heavy lobs a seeking blade that arcs through a group; hold-Heavy is a straight hard throw at a single priority target. Either way the blade is in the air and attacking recalls it — so the rhythm is throw → it seeks → recall → light/heavy on whatever closed the distance. The standout is the bespoke stun: the throw is strong against Barrier Champions, which is unheard of for a sword (swords are a melee archetype and normally don't touch Barrier). You get ranged anti-Barrier out of a Heavy weapon, and you can still guard-and-swing it like a normal sword up close.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)Melee subclass to match a melee weapon; jolt + amplified feed the brawl.
SuperGathering StormOne-and-done staff throw: jolts the pack, sticks a priority target, big single-cast burst between throws. (Arc Staff/Storm's Edge both fine; Gathering Storm asks least of your APM.)
Class abilityMarksman's DodgeInstant sword/weapon reload on dodge — tops the Blade's Special mag mid-fight — and repositions to recall it.
MeleeCombination BlowMelee kills stack damage + fully refund dodge + heal; the punch half of the throw/punch loop, and what Liar's Handshake pays out on.
GrenadeArcbolt GrenadeChains + jolts the pack you just lobbed the blade into; jolted kills feed Ionic Traces / amplified.
Aspect 1Lethal CurrentAfter dodging, your next melee jolts + adds lunge + an aftershock — every Marksman's Dodge arms a jolting counterpunch.
Aspect 2Flow StateDefeating a jolted target makes you amplified (faster everything + DR); Lethal Current and Arcbolt manufacture the jolted kills.
FragmentsSpark of Discharge (Arc weapon final blows → Ionic Trace), Spark of Ions (jolted kill → Ionic Trace), Spark of Resistance (+10 Melee, DR while surrounded — you fight inside the pack), Spark of Feedback (+10 Health, melee DR/damage when hit)Trace economy + survivability for an in-the-melee playstyle.
Exotic armourLiar's Handshake (Gauntlets) — Cross CounterArc melee (or getting punched) arms an extremely powerful healing counterpunch. The throw/recall loop keeps you in melee range; Cross Counter makes that the safe place to be.
Kinetic(occupied) — Praxic Blade is the Kinetic/Special swordThe star; do not double up Kinetic.
Energy weaponAn Arc Primary (e.g. a 450 Arc auto / Arc SMG)Procs Spark of Discharge → Ionic Traces, builds Bolt-Charge feed, primary-ammo add-clear between throws.
Heavy weaponFree slot — the Blade is your Special. Run an Arc Machine Gun or a Heavy GLBoss/champion damage the throw can't finish; Arc keeps surge/fragment synergy.

Why this works (the mechanics)

Stats & mods

Melee 200 → Health 100+ → Class. Melee is the primary dial: it scales Combination Blow, the counterpunch, and ability uptime for a build that lives on punches. Health 100+ keeps you alive inside the pack (you're not a stand-off weapon); Class third for dodge uptime (reload + Lethal Current arming).

Stat tuning: lean +Melee / −Super if you take Gathering Storm (one-cast Super asks little) and want maximum punch frequency. Spark of Resistance (+10 Melee) and Spark of Feedback (+10 Health) help hit the targets for free.

Archetypes: Brawler / Gunner-melee favouring Melee, with Health or Class secondary. Mods (standard armour-charge mods — see Verify, the encyclopedia mod dump is thin): Heavy-ammo finder/scavenger and Special-ammo finder to keep the Blade fed; Arc Weapon Surge ×2 on boots for your Arc Primary/Heavy; Melee Font + Heavy Handed for melee uptime/orbs; Bomber/Outreach on the class item for dodge regen. Match your siphon mod to Arc (Arc weapon kills → Orbs) to fuel the charge economy.

Where it shines