← Back
Arc

Trespasser — Superburst Punch-Loop (Arc Hunter)

Close-range Arc add-clear engine — punch, reload, superburst, repeat
Trespasser on light.gg
Your gear best achievable Melee 131 / 200 target — 69 short — needs better rolls
Health 67 · Melee 131 · Grenade 14 · Super 40 · Class 45 · Weapons 77 · armour only; stat mods + fragments add more
✓ Manifest Arc · Primary · 491 RPM · No intrinsic champion

Centerpiece: Trespasser (Sidearm · Primary · Arc) · Subclass: Arcstrider · Role: Close-range Arc add-clear engine — punch, reload, superburst, repeat Sandbox: 9.7.0 · Updated 2026-07-03

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 comes out as a longer, harder superburst that overkills the next body — which feeds the next punch. The whole build is one 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 that sits in the Primary (Kinetic) slot on infinite white ammo. The intrinsic is the entire pitch: get a kill with anything, reload within the window, and the next trigger pull becomes an extended six-round superburst that (per Clarity) deals roughly 200% increased damage — enough to one-tap most red-bars and chunk an orange-bar. The catalyst stacks a snap-to-target and ADS-speed boost onto 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 instead of competing for your attention.

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.
MovementTriple JumpThree staggered jumps give the vertical reset to peel off a pack and re-engage a fresh target for the next punch.
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.
FragmentsDischarge · Ions · Resistance · FeedbackClose the Arc energy loop and armour up the face-tank range (see below).
Exotic armourLiar's Handshake (Gauntlets)Cross Counter's healing counterpunch does the killing the gun can't reach — and each kill arms Unrepentant.
WeaponsTrespasser + Arc Special + HeavyTrespasser owns the Primary slot; pair an Arc Special and a Heavy in a champion-stun archetype to cover what the Sidearm can't.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Class → Health. 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 and Super are dump stats — the gun runs on its intrinsic, not the Weapons stat ramp. Lean into the Melee/Class brawler archetype rolls.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Pure Arc-and-Jolt amplifier for the punch-reload loop: it turns the build's existing Jolt/Blind kills into Ionic Traces and Armor Charge, spends that charge on a blinding Arc burst, then hits the blinded pack harder — while Kinetic Impacts hands the loadout an Unstoppable answer the Sidearm lacks.

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.
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)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.
Melee Kickstart 1e fillWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
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.
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.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1e fillReduces melee cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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: the Arc kit). - **Anti-Champion:** none intrinsic to Trespasser — bring the Heavy/Special slot in a stun archetype (see below).