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Arc

Praxic Blade — Boomerang Barrier (Hunter)

Throwable ranged anti-Barrier add-clear + self-healing punch-knight bruiser
Praxic Blade 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 · Special · No intrinsic champion

Centerpiece: Praxic Blade (Sword · Special · Kinetic) · Subclass: Arcstrider · Role: Throwable ranged anti-Barrier add-clear + self-healing punch-knight bruiser Sandbox: 9.7.0 · Updated 2026-07-03

A sword you never 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 that ranged-deletes the one champion melee normally can't reach. Pair it with the Hunter that's already a melee engine: Arcstrider. Liar's Handshake turns the throw-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, perks.md):

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

Intrinsic — Ranged Weapon (verbatim, exotics.md — Heavy-attack behaviour):

[Heavy Attack]: Throw your Praxic Blade, which will seek out multiple targets. Attacking recalls the Blade while it is in flight.

Catalyst: no catalyst perk exists in `docs/encyclopedia/catalysts.md` (grep returns nothing). The exotic instead ships a bank of selectable blade perks — Grips, Tangs and Cores (Gyro/Refraction/Impact Core apply subclass elemental effects to the throw) — none of which is a distinct catalyst. 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. Tapping Heavy lobs a seeking blade up to 50 m that arcs through up to three targets and returns (945 base damage, 80% reduced while returning); holding Heavy sends it 20 m in a straight unguided line for +100% damage. 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 gap. The standout is the bespoke stun: the throw is intrinsically strong against Barrier (50% bonus to combatant shields, 200% to Barrier Champion shields), which is unheard of for a sword — swords are a melee archetype that normally can't touch Barrier. You get ranged anti-Barrier out of a Special weapon, and can still guard-and-swing it up close.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)A 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 — asks the least of your APM.
Class abilityMarksman's DodgeInstant weapon reload on dodge tops the Blade's Special mag mid-fight, and repositions you to recall it.
MovementTriple JumpExtra mid-air course-corrections to stay mobile while the blade is out and reposition for the recall.
MeleeCombination BlowMelee kills stack damage, fully refund your dodge, and heal — the punch half of the throw/punch loop and what Liar's Handshake pays out on.
GrenadeArcbolt GrenadeChains and jolts the pack you just lobbed the blade into; jolted kills feed Ionic Traces and amplified.
Aspect 1Lethal CurrentAfter dodging, your next melee gains lunge, jolts the target, and creates 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 those jolted kills.
FragmentsSpark of Discharge · Spark of Ions · Spark of Resistance · Spark of FeedbackIonic Trace economy + survivability for an in-the-melee playstyle.
Exotic armourLiar's Handshake (Gauntlets) — Cross CounterAn Arc melee (or being punched) arms an extremely powerful healing counterpunch; the throw/recall loop keeps you in melee range, and Cross Counter makes that the safe place to be.
WeaponsArc Primary (energy: 450 auto / SMG) + Arc Machine Gun or Heavy GL (power)Praxic Blade holds the Kinetic/Special slot; the Arc Primary procs Spark of Discharge and builds Bolt Charge, and the Arc Heavy finishes bosses the throw can't.
Fragments

Why it works (the mechanics)

Stats & mods

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

Archetype lean: Brawler / Gunner-melee favouring Melee, with Health or Class secondary. Spark of Resistance (+10 Melee) and Spark of Feedback (+10 Health) hit those targets for free.

Mods:

Artifact — Encrypted Data Disk

This is the Sword/Arc column the build already leans on: it bolts Unstoppable onto the Blade's guard, refills its Kinetic Special ammo, and pays off the Arc jolt / Bolt-Charge / Orb loop Arcstrider already spins. With the throw's intrinsic Barrier stun, that's two champion types off one sword, Overload covered behaviourally by jolt/blind.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3eRapid 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.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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)Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)Outreach 1eReduces melee 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). Flex/loadout-dependent: matched to your Arc Primary/Heavy. - **Anti-Champion:** none needed on mods — Barrier is intrinsic to the Blade.