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Arc

The Huckleberry — Ride the Bull (Hunter)

Trigger-down add-clear engine that sets up a healing one-punch melee chain
The Huckleberry on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 750 RPM · No intrinsic champion

Centerpiece: The Huckleberry (Submachine Gun · Primary · Kinetic) · Subclass: Arcstrider (Arc) · Role: Trigger-down add-clear engine that sets up a healing one-punch melee chain Sandbox: 9.7.0 · Updated 2026-07-03

Hold the trigger and never let go. The Huckleberry ramps its own rate of fire the longer you fire, reloads itself on every kill, and — with the catalyst — turns sustained fire into shockwaves that gut whole packs. It's a Kinetic primary, so it costs no energy slot and asks for no element synergy; it just wants a subclass that rewards killing fast and never reloading. Arc Arcstrider is that subclass: the SMG thins the room, Combination Blow punches the survivor for a healing one-shot, and Flow State keeps you Amplified so the trigger-down loop reloads, regens, and jolts forever.

The weapon

Ride the Bull (intrinsic, verbatim):

Increases rate of fire and recoil while you're holding down the trigger. Final blows dealt with this weapon reload the magazine.

Catalyst — Kinetic Tremors (verbatim):

Sustained kinetic damage to a target emits a shockwave that damages any nearby targets.

What it does: the gun punishes good trigger discipline in reverse — the longer you hold fire, the faster (and looser) it shoots, so the optimal habit is to keep the trigger down off its 750 RPM base and walk the recoil up. Every final blow refills the mag, so against a packed room you functionally never reload — kills are your reload, and the escalating rate of fire means kills come faster the longer the stream lasts. The catalyst converts that sustained stream into an AoE: land enough hits on one target and a Kinetic Tremor shockwave ripples to everything nearby, so single-target fire becomes pack damage. It's a horde-clear primary with an infinite practical magazine, not a precision DPS gun — its job is to soften a whole pack to the melee threshold at once.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Amplified = faster reload/melee/dodge regen; jolt + Combination Blow turn SMG add-clear into a healing melee loop.
SuperGathering StormThrow-and-jolt staff embeds and lightning-strikes a wide area — clears the room the Huckleberry was already thinning, and its jolts feed Flow State.
Class abilityGambler's DodgeNear enemies it refunds melee energy → another Combination Blow punch, and resets the SMG-kill rhythm.
MovementStrafe JumpBest directional air control for repositioning inside a pack while holding the trigger down.
MeleeCombination BlowMelee kill heals, refunds dodge, and stacks a damage buff (×3); the SMG sets up the kill, the punch chain sustains you.
GrenadeFlux GrenadeSticky burst for a guaranteed kill to start a Combination Blow chain (swap Pulse for lingering jolt-bait with Spark of Shock).
Aspect 1Flow StateDefeating a jolted target grants Amplified; while Amplified, faster reload/melee/dodge regen and reduced flinch — perfect for trigger-down recoil control. Opens 2 Fragment slots.
Aspect 2Lethal CurrentAfter dodging, the next melee jolts with an aftershock, and melee hits jolt — so every Combination Blow punch creates the jolted target Flow State needs. 1 Fragment slot.
FragmentsIons / Discharge / ResistanceJolted kills → Ionic Traces (ability energy), Arc-ability kills → chance Traces, and DR while surrounded — and you are always surrounded.
Exotic armourLiar's Handshake (Gauntlets)Cross Counter: your Arc melee follows up with an extremely powerful, big-heal counterpunch — the burst delete the Huckleberry can't provide.
WeaponsArc/energy champion weapon + Heavy (MG/Rocket)The free energy slot covers champions the SMG can't; Heavy is the single-target ceiling for bosses the punch can't reach.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Melee → Health. The 9.7.0 Weapons stat adds PvE weapon damage vs minors/majors — straight value on a primary you fire constantly, and it juices the Kinetic Tremor chip. Melee toward ~100 for Combination Blow / Liar's uptime; Health for survivability in the brawl. Archetype lean: Gunner (Weapons/Melee) pieces wherever possible, Brawler for the Melee tilt.

Mods:

Artifact — Encrypted Data Disk

The Arc disk amplifies the build's jolt economy and turns it into champion coverage: every Combination Blow / Lethal Current jolt becomes a blind (Overload stun), while Arc-debuffed kills spit out Orbs and Bolt Charge — and it still feeds the Kinetic Huckleberry directly.

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)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces incoming Solar damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Innervation 1eReduces grenade cooldown 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). Flex/loadout-dependent: not the Arc subclass. - **Anti-Champion:** none intrinsic to the Huckleberry — cover from the free energy slot + jolt/blind (see Where it shines).