Weapon: Trespasser (Sidearm · Primary · Arc) · Subclass: Arcstrider · Role: Close-range Arc add-clear engine — punch, reload, superburst, repeat Sandbox: 9.7.0 · Created 2026-06-16
Trespasser pays you for the one habit Combination Blow already demands: kill, then reload. Punch a target dead with the Arc melee, reload, and the next burst is a longer, harder superburst that overkills the next target — which feeds the next punch. The whole build is a single tight loop where the melee, the reload and the gun all reward the same beat. Arc Hunter is the iconic home: amplified for the reload speed, Liar's Handshake for the punch that does the killing, and an Arc Primary that never needs ammo to keep firing.
Unrepentant (intrinsic): "Reloading after defeating a target causes the next burst to be a longer, more powerful superburst."
Trespasser Catalyst — Tunnel Vision: "Reloading after defeating a target greatly increases target acquisition and aim down sight speed for a short duration."
Trespasser is a 491-RPM burst-fire Arc Sidearm in the Primary (Kinetic) slot — infinite white ammo. The intrinsic is the entire pitch: get a kill with anything, reload, and the next trigger pull is a beefed-up superburst that hits harder and longer than a normal burst — enough to one-tap most red-bars and chunk an orange-bar. The catalyst stacks a snap-to-target + ADS-speed boost on the same reload, so the superburst lands instantly on the next head. The reward beat — kill → reload → superburst — is exactly the rhythm Combination Blow's melee loop already runs, so the gun and the subclass share one trigger.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Combination Blow melee + amplified reload speed is the perfect Unrepentant partner. | |
| Super | Anchored Arc Staff for a boss/champion; jolts a pack to seed Ionic Traces. (Arc Staff if you prefer roaming add-clear.) | |
| Class ability | Refills melee energy near enemies (scaled by Class stat) — a free Combination Blow swing on demand. | |
| Melee | Kills grant ramping melee damage (×3), class-ability energy, and health — and are the kill that arms Unrepentant. | |
| Grenade | Sticks + heavy single-target detonation for the orange-bar the superburst doesn't finish. (Arc Bolt for chains if you prefer.) | |
| Aspect 1 | After dodging, next melee jolts + adds an aftershock and lunge range — turns one dodge-punch into a multi-kill, each arming a reload. | |
| Aspect 2 | Defeating a jolted target makes you amplified → faster reload (feeds Unrepentant) + faster move/weapon ready + DR. |
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."
Liar's is the build's heart. Throw Combination Blow → Cross Counter immediately enables a massively-damaging healing counterpunch off the same input. That second punch is what actually kills the orange-bars, and each kill arms Unrepentant — so you reliably manufacture the "defeated a target" condition the gun needs, then reload into a superburst. The heal makes the close range survivable; Combination Blow's own health-on-kill stacks on top. One melee button = a kill + a heal + a loaded superburst.
Melee 200 → Class 100+ → Health 100. Melee is the whole build (Combination Blow ramp + Cross Counter + Gambler's refund scaling); Class drives Combination Blow's energy-on-kill and dodge uptime; Health for the face-tank range. Weapons/Super are dump stats — the gun runs on its intrinsic, not the Weapons stat ramp.
Mods:
Melee Font ×2 and
Class Font toward the targets ·
Heavy Handed (melee kills → melee energy + reload, doubling down on the loop) · Special/Primary Ammo Finder is irrelevant (Trespasser is white-ammo) — instead run
Reaper +
Orbs of Restoration on the class item to convert the orb flood (Spark of Amplitude territory) back into ability energy. Surge: Arc Weapon Surge ×2 on boots (straight onto Trespasser and your Arc loadout). Resist mods to taste — Arc/Solar/Void Resistance on chest under the amplified DR.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Arc Siphon 3e fill | Rapid Arc weapon final blows create an Orb of Power. |
| Hands-On 3e fill | Gain bonus Super energy on melee kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (5/10) | Melee Font 1e | You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time. |
| Melee Font 1e | You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time. | |
| Heavy Handed 3e | Your powered melee final blows create Orbs of Power. | |
| Chest (5/10) | Void Resistance 1e | Reduces incoming Void damage from combatants. |
| Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. | |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Legs (3/10) | Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. | |
| Class Item (5/10) | Class Font 3e | You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time. |
| Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Reaper 1e | Shortly 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).