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Arc

Trespasser — Superburst Punch-Loop (Hunter)

Close-range Arc add-clear engine — punch, reload, superburst, repeat
✓ Manifest Arc · Primary · 491 RPM · No intrinsic champion

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.

The weapon

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.

Loadout

SlotPickWhy
SubclassArcstrider (Arc Hunter)Combination Blow melee + amplified reload speed is the perfect Unrepentant partner.
SuperGathering StormAnchored Arc Staff for a boss/champion; jolts a pack to seed Ionic Traces. (Arc Staff if you prefer roaming add-clear.)
Class abilityGambler's DodgeRefills melee energy near enemies (scaled by Class stat) — a free Combination Blow swing on demand.
MeleeCombination BlowKills grant ramping melee damage (×3), class-ability energy, and health — and are the kill that arms Unrepentant.
GrenadeFlux GrenadeSticks + heavy single-target detonation for the orange-bar the superburst doesn't finish. (Arc Bolt for chains if you prefer.)
Aspect 1Lethal CurrentAfter dodging, next melee jolts + adds an aftershock and lunge range — turns one dodge-punch into a multi-kill, each arming a reload.
Aspect 2Flow StateDefeating a jolted target makes you amplified → faster reload (feeds Unrepentant) + faster move/weapon ready + DR.
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."

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.

Why this works (the mechanics)

Stats & mods

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.

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.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (5/10)Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly 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).