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.
[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
Slot
Pick
Why
Subclass
Arcstrider (Arc Hunter)
Melee subclass to match a melee weapon; jolt + amplified feed the brawl.
Super
Gathering Storm
One-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 ability
Marksman's Dodge
Instant sword/weapon reload on dodge — tops the Blade's Special mag mid-fight — and repositions to recall it.
Melee
Combination Blow
Melee kills stack damage + fully refund dodge + heal; the punch half of the throw/punch loop, and what Liar's Handshake pays out on.
Grenade
Arcbolt Grenade
Chains + jolts the pack you just lobbed the blade into; jolted kills feed Ionic Traces / amplified.
Aspect 1
Lethal Current
After dodging, your next melee jolts + adds lunge + an aftershock — every Marksman's Dodge arms a jolting counterpunch.
Aspect 2
Flow State
Defeating a jolted target makes you amplified (faster everything + DR); Lethal Current and Arcbolt manufacture the jolted kills.
Fragments
Spark 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 armour
Liar's Handshake (Gauntlets) — Cross Counter
Arc 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 sword
The star; do not double up Kinetic.
Energy weapon
An 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 weapon
Free slot — the Blade is your Special. Run an Arc Machine Gun or a Heavy GL
Boss/champion damage the throw can't finish; Arc keeps surge/fragment synergy.
Why this works (the mechanics)
The weapon solves the champion melee can't reach. A sword is a melee archetype, which normally means Unstoppable territory at best — but Praxic Blade's throw is bespoke strong against Barrier. That's ranged anti-Barrier from a Heavy weapon. You stun a Barrier champion by chucking a boomerang at it from cover, then recall the blade and keep moving.
The artifact welds Unstoppable onto the same weapon.Riposte (verified, artifact): "Shortly after guarding with a Sword, your light and heavy attacks stun unshielded combatants. Strong against Unstoppable Champions." Guard the Blade once, then your light/heavy stuns Unstoppable. So one sword covers Barrier (intrinsic throw) + Unstoppable (Riposte guard) — Overload is the only gap, and Arc jolt/blind handles Overload behaviour.
Throw/recall is the Arcstrider loop. "Attacking recalls the Blade." The intended rhythm — throw into the pack, close distance, light/heavy to recall — lands you exactly where Combination Blow and Liar's Handshake want you: in melee. The weapon's own mechanic pushes you into your subclass's strongest verb.
Liar's Handshake makes melee range the safe range. Cross Counter: an Arc melee (Combination Blow) or being hit arms an extremely powerful healing counterpunch. Combination Blow already heals + refunds your dodge on a kill, so the loop is: dodge (reload Blade + arm Lethal Current) → throw → recall into a jolting counterpunch → Cross Counter heals → kill refunds dodge. Self-sustaining.
Jolt is the connective tissue. Lethal Current jolts the counterpunch, Arcbolt jolts the pack, the Super jolts everything. Flow State turns any jolted kill into amplified (movement + DR + faster recharge), and Spark of Ions / Spark of Discharge convert all that jolt and Arc-weapon damage into Ionic Traces, which refill the abilities that keep the loop spinning.
Marksman's Dodge is the ammo solution. A Special-ammo sword can run dry; dodge reloads it instantly, and you're dodging constantly anyway to arm Lethal Current and reposition for the recall. The build's core movement is its reload.
The artifact also feeds the Blade's ammo.Kinetic Synthesis (verified): sustained Kinetic damage / rapid kills can drop a unique brick granting Kinetic ammo + Special and Heavy progress — Praxic Blade is a Kinetic weapon, so your own throws help refill it (note 9.7.0 halved Heavy/Praxic generation; see Verify).
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
GMs / Master content (−30/−40): the headline use. One weapon stuns Barrier (throw) and Unstoppable (Riposte guard); Arc jolt/blind covers Overload behaviour and ability-spam elites. Liar's Handshake + Combination Blow + Flow State (amplified DR) is enough sustain to brawl in melee at GM power.
Champion coverage (Anti-Champion 2.0):Barrier = intrinsic to the Blade's throw (bespoke stun, not archetype). Unstoppable = artifact Riposte after a sword guard. Overload = covered behaviourally by Arc jolt/blind + the Super, not by an intrinsic — bring an Overload-archetype Primary if a strike's modifier demands a hard Overload stun.
Add-dense rooms / endless-add modes: the seeking throw clears packs from range, recalls into a healing counterpunch, and the Super resets a bad spawn.
Boss/miniboss DPS:not its job — the Blade is add-clear + champion control. Lean on the Arc Heavy (MG / Heavy GL) and Gathering Storm for orange/yellow bars.