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Arc

The Fourth Horseman — Cross-Counter Bruiser (Hunter)

Point-blank close-range bruiser — melt the target the punch starts
✓ Manifest Arc · Special · 360 RPM · No intrinsic champion

Weapon: The Fourth Horseman (Shotgun · Special · Arc) · Subclass: Arcstrider · Role: Point-blank close-range bruiser — melt the target the punch starts Sandbox: 9.7.0 · Created 2026-06-16

A full-auto Arc shotgun that turns into a firehose the longer you hold the trigger, and a melee engine that punches harder the more you punch. Combination Blow ramps the fist, Liar's Handshake adds a heal-on-counterpunch, and the Horseman is the trigger that kills whatever the punch didn't — kills auto-reload from reserves, so you never stop firing. Get in their face, hold the trigger, throw the counter, repeat. Arc Hunter's oldest, dumbest, best loop.

The weapon

Thunderer (intrinsic): "This weapon's rate of fire is increased significantly, and fires full auto. Final blows auto load ammo from reserves. Powerful targets fully reload the weapon."

Catalyst — And Its Name Was Death: "Adds an additional round to the magazine and increases reload speed."

The Horseman is a Special-ammo shotgun that fires full-auto at a wildly inflated RPM — you empty the mag in a heartbeat and it reads more like a close-range minigun than a shotgun. The two intrinsic clauses matter for sustain: final blows auto-load ammo from reserves (so chaining kills never breaks fire), and powerful targets fully reload the weapon (point it at a champion/miniboss and the mag refills mid- fight). The catalyst is pure quality-of-life: +1 round and faster reload, both of which directly extend the full-auto window. Burst-DPS-on-a-trigger; it wants you inside melee range, which is exactly where the rest of this build already lives.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Same element as the Horseman; melee subclass that wants to be in shotgun range.
SuperGathering StormThrow-the-staff Arc Super: jolts on impact, no melee animation needed; jolt feeds Flow State + Spark of Ions. (Arc Staff works if you prefer roaming.)
Class abilityGambler's DodgeNear an enemy → full melee energy back. Refunds Combination Blow on demand and arms Lethal Current.
MeleeCombination BlowChained melee kills heal, refund dodge, and stack a damage bonus (×3). The build's ramp.
GrenadeArcbolt GrenadeChains + jolts; with Spark of Shock it jolts hard, feeding Flow State amplified + Ionic Traces.
Aspect 1Lethal CurrentAfter dodging, next melee jolts + aftershock + blinds any jolted target on melee — your CC and the jolt source.
Aspect 2Flow StateDefeating a jolted target → Amplified (faster reload, DR while dodging, faster dodge regen). The whole loop is jolted kills.
Fragments

Exotic armour — 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."

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Melee 100+ → Health 100 → Class. Weapons is the headline: it scales the Horseman's PvE damage and is the slot your kills lean on. Melee ~100 keeps Combination Blow / Cross Counter charged for the ramp; Health 100 backs the in-your-face range; Class feeds Gambler's Dodge regen (Lethal Current depends on dodging often).

Mods, by piece:

Anti-Champion 2.0: the Horseman carries no bespoke champion stun in its perk text, and shotguns aren't a stun archetype — so jolt + blind is your champion answer, not the gun. Blind (Lethal Current melee, Spark of Beacons explosion) stuns Overload behaviour; jolt (everything) handles add-density and chains. Bring Barrier/Unstoppable coverage on the primary or Heavy (intrinsic archetype stun) — the Horseman build covers Overload via blind and leans on teammates/seasonal artifact for the other two.

Where it shines