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Arc

The Fourth Horseman — Cross-Counter Bruiser (Arc Hunter)

Point-blank close-range bruiser — melt the target the punch started
The Fourth Horseman on light.gg
✓ Manifest Arc · Special · 360 RPM · No intrinsic champion

Centerpiece: The Fourth Horseman (Shotgun · Special · Arc) · Subclass: Arcstrider · Role: Point-blank close-range bruiser — melt the target the punch started Sandbox: 9.7.0 · Updated 2026-07-03

A full-auto Arc shotgun that turns into a firehose the longer you hold the trigger, wired to 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 deletes whatever the punch didn't — auto-reloading 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 Arc shotgun that fires full-auto at a heavily inflated 360 RPM — you empty the mag in a heartbeat and it reads more like a close-range minigun than a shotgun. The two intrinsic clauses carry the 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 or miniboss and the mag refills mid-fight). The catalyst is pure quality-of-life — +1 round and faster reload — and both directly extend the full-auto window. This is 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; a melee subclass that wants to be in shotgun range.
SuperGathering StormThrow-the-staff Arc Super: jolts on impact, no melee animation needed; the jolt feeds Flow State + Spark of Ions.
Class abilityGambler's DodgeNear an enemy → full melee energy back. Refunds Combination Blow on demand and arms Lethal Current.
MovementTriple JumpExtra mid-air corrections to close the gap onto a target or reposition off one at point-blank.
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 a jolt source.
Aspect 2Flow StateDefeating a jolted target → Amplified (faster reload, DR while dodging, faster dodge regen). The whole loop is jolted kills.
FragmentsIons · Shock · Beacons · Feedback · DischargeTrace economy + grenade jolt + room-wide blind on Horseman kills + melee-range survival + Arc-kill traces.
Exotic armourLiar's Handshake (Gauntlets)Cross Counter turns one Arc melee into an extra healing counterpunch — the opener and the panic button.
WeaponsAdd-clear primary + Sword/MG heavyPrimary thins the room and banks Combination Blow stacks; heavy handles anything fist + Horseman can't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Melee → Health. Weapons is the headline — it scales the Horseman's PvE damage and is the slot your kills lean on. Melee keeps Combination Blow and Cross Counter charged for the ramp; Health backs the in-your-face range. This is a Weapons/Melee bruiser archetype; Class is the cheapest trade because you refund the dodge with Gambler's-near-enemy and Ionic Traces.

Mods:

Artifact — Slayer Baron Apothecary Satchel

This Arc jolt/blind/Ionic-Trace/orb loop is exactly what the Satchel rewards — its mods convert the build's blinds and jolts into ability energy, stack a second blind onto the Horseman, and amplify every Arc hit against the room you're already blinding.

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade 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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.

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).