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
Slot
Pick
Why
Subclass
Arcstrider (Arc Hunter)
Combination Blow melee + amplified reload speed is the perfect Unrepentant partner.
Super
Gathering Storm
Anchored Arc Staff for a boss/champion; jolts a pack to seed Ionic Traces. (Arc Staff if you prefer roaming add-clear.)
Class ability
Gambler's Dodge
Refills melee energy near enemies (scaled by Class stat) — a free Combination Blow swing on demand.
Movement
Triple Jump
Three staggered jumps give the vertical reset to peel off a pack and re-engage a fresh target for the next punch.
Melee
Combination Blow
Kills grant ramping melee damage (×3), class-ability energy and health — and are the kill that arms Unrepentant.
Grenade
Flux Grenade
Sticks + heavy single-target detonation for the orange-bar the superburst doesn't finish. (Arc Bolt for chains if you prefer.)
Aspect 1
Lethal Current
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
Flow State
Defeating a jolted target makes you amplified → faster reload (feeds Unrepentant) + faster move/weapon ready + DR.
Fragments
Discharge · Ions · Resistance · Feedback
Close the Arc energy loop and armour up the face-tank range (see below).
Exotic armour
Liar's Handshake (Gauntlets)
Cross Counter's healing counterpunch does the killing the gun can't reach — and each kill arms Unrepentant.
Weapons
Trespasser + Arc Special + Heavy
Trespasser owns the Primary slot; pair an Arc Special and a Heavy in a champion-stun archetype to cover what the Sidearm can't.
Fragments
Spark of DischargeArc weapon final blows → Ionic Trace — Trespasser is Arc, so every superburst kill can feed this
Spark of Ionsjolted-target kills → Ionic Trace — Lethal Current jolts, so every punch loops energy back
Spark of ResistanceDR while surrounded — this is a face-tank melee build; +10 Melee
Spark of Feedbacktaking melee damage boosts your melee damage; +10 Health
Why it works (the mechanics)
Every system rewards the same beat: kill → reload. Unrepentant wants a kill then a reload; Combination Blow and Liar's Cross Counter provide the kill, and the manual reload after it both arms the superburst (Unrepentant) and the snap-aim (Tunnel Vision). You never choose between "play the gun" and "play the melee" — they are one loop on one trigger.
Liar's Handshake does the killing the gun can't reach. A 491-RPM Sidearm is a close-range weapon, and so is the whole subclass. Cross Counter's counterpunch (Clarity: +400% base melee damage, restores 40 HP) deletes the orange-bar in melee range, heals you through the exposure, and hands the next superburst a fresh target.
Amplified is a reload-speed buff, and Unrepentant is a reload trigger. Flow State makes jolted-target kills amplify you; amplified grants faster reload and weapon ready. Faster reload means the kill→reload→superburst loop cycles quicker, and amplified DR keeps you upright in punch range.
Jolt closes the energy loop. Lethal Current jolts on the dodge-punch; Spark of Ions turns jolted-target kills into Ionic Traces; Spark of Discharge does the same off any Arc weapon kill — and Trespasser is Arc, so superburst kills also make Traces. Traces refund melee/grenade energy, so the gun literally reloads your fists.
Infinite ammo, infinite loop. Trespasser sits in the Primary slot and never runs dry. The superburst is free white-ammo damage on tap, so the loop has no resource ceiling — the only cap is how fast you punch and reload.
Gambler's Dodge is the reset button. Out of melee energy or surrounded? Dodge near a target refunds Combination Blow (scaled by Class stat) and Lethal Current re-jolts the next swing — instantly restarting the chain.
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:
Boots: Arc Weapon Surge ×2 (straight onto Trespasser and your Arc loadout).
Arms: Heavy Handed (melee kills → melee energy + reload, doubling down on the loop) + Melee Font toward the Melee target.
Chest: Arc/Solar/Void Resistance to taste under the amplified DR — this is a face-tank build.
Class item: Reaper + Orbs of Restoration — convert the orb flood back into ability energy (Special/Primary Ammo Finder is irrelevant on a white-ammo gun).
Surge: Arc Weapon Surge (matches Trespasser and the Arc kit).
Anti-Champion: none intrinsic to Trespasser — bring the Heavy/Special slot in a stun archetype (see below).
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.
Trace Evidence makes rapid hits on Jolt/Blind targets create Ionic Traces (and each Trace grants Armor Charge) — Lethal Current jolts every dodge-punch, so this refunds melee/grenade energy on the beat the build already hits.
The Thick Of It grants Armor Charge for rapid final blows while surrounded — this is a face-tank, always-surrounded melee build, so the charge is near-permanent fuel for the Tier 2 spenders.
Curative Orbs spawns an Orb of Power on the first shield break and heals off pickups, feeding the Reaper/Orbs-of-Restoration orb economy the class item runs.
Retinal Burn spends Armor Charge on Arc precision hits for a blinding burst — Trespasser is the Arc precision gun, and the blind it applies feeds Trace Evidence and Arc Compounding.
Debilitating Wave fires an element-matched finisher wave; with Gathering Storm equipped that wave is Arc and applies Blind, adding free add-clear and more blinded targets to punish.
Arc Compounding makes Arc sources deal more damage to Blind targets — Retinal Burn blinds and Trespasser is Arc, so superbursts hit a blinded pack harder.
Kinetic Impacts is the loadout's only Unstoppable line; its Kinetic shockwave stuns Unstoppables, but it triggers off Grenade Launcher damage, so run a GL in the Special/Heavy slot to bank the coverage.
Where it shines
Strikes / Nightfalls / GMs (add-dense): the natural habitat — endless red/orange-bars feed the punch-reload-superburst loop, and amplified + Cross Counter healing carry the survivability.
Onslaught / Battlegrounds / horde modes: an infinite-ammo Primary + self-healing melee means you never leave the fight to chase ammo bricks.
Champion coverage — flag this: Trespasser has no bespoke anti-Champion intrinsic (confirmed null in `weapon_facts.json`), so it does not stun champions on its own. Cover them with the loadout: Gathering Storm + jolt (Lethal Current) handle Overload behaviour and stagger; artifact Kinetic Impacts breaks Unstoppable if you run a Grenade Launcher; bring a Barrier answer in your other slot. The gun is the add-clear engine, not the champion answer.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Kickstart1efill
When 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 Resistance1e
Reduces incoming Void damage from combatants.
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your 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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach1efill
Reduces melee cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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).