Blink-attack add/major shredder with built-in invis sustain
✓ Manifest Arc · Heavy · No intrinsic champion
Weapon: Worldline Zero (Sword · Heavy · Arc) · Subclass: Arcstrider (Arc) · Role: Blink-attack add/major shredder with built-in invis sustain Sandbox: 9.7.0 · Created 2026-06-16
Sprint to full energy, hold guard, and blink through a pack with a heavy sword attack that — on a kill — immediately refunds itself. Worldline's Tesseract is a melee that costs sword ammo, so the whole build is engineered to make every blink end in a kill: kill → free re-blink (the perk) → kill again. Arcstrider wraps that chain in Amplified DR and Flow State, and Assassin's Cowl turns each sword kill into invisibility + a heal — so the most reckless way to play the gun is also the safest. It is Worldline Zero: The Subclass.
The weapon
Tesseract (exotic intrinsic, verbatim):
[Heavy Attack] : Use while sprinting with full energy to launch a heavy blink attack. Defeating a target with this attack allows it to be immediately used again.
Catalyst: none present in the manifest snapshot (`catalysts.md` has no Worldline Zero entry — see Verify notes). Design assumes the base exotic only.
What it does: sprint to charge sword energy, then a heavy-attack input teleports you forward and slashes — a long-range gap-closer that hits everything in the lunge. The gun's whole identity is the back half of the perk: a kill with the blink attack lets you fire it again instantly, so against a dense pack you chain blink → kill → blink across the room on one breath of energy. Worldline is the only sword that turns its heavy attack into a repeatable, ammo-cheap melee — which means every "powered melee kill" payoff on the Hunter kit reads the sword kill as a trigger.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Amplified DR/speed + Bolt Charge keep a melee-range sword build alive and moving.
Super
Gathering Storm
One-and-done staff-throw that jolts/blinds a whole room — clears the pack the sword then farms.
Class ability
Gambler's Dodge
Refreshes melee energy and repositions between blinks; the panic button when invis is on cooldown.
Movement
Triple Jump
Air control to line up blink angles and bail over heads.
A real powered-melee charge for Assassin's Cowl when you want a non-sword invis trigger; jolts for Flow State.
Grenade
Flux Grenade
Sticks a single priority and jolts — Spark of Shock feeds Flow State without babysitting.
Aspect 1
Flow State
Defeating a jolted target → Amplified: dodge regen, resilience while dodging, huge reload. Your sword jolts via the Arc kit, so kills keep you Amplified = the standing DR layer for a melee build.
Aspect 2
Lethal Current
After dodging, your next melee jolts + aftershock, and damaging any jolted target with melee blinds it. Dodge → sword-blink into the pack → everything you hit is jolted/blinded = crowd-control + Flow State fuel.
Fragments
Spark of Resistance+DR while surrounded — you live surrounded; +10 Melee
Spark of ShockArc grenades jolt — turns Flux into a Flow State igniter
Spark of Ionsjolted/Bolt-Charge kills → Ionic Trace → ability energy back
Spark of Discharge (Arc weapon kills → Ionic Trace; the sword is an Arc weapon, so blink kills print traces). Fragment slots permitting
Spark of Feedback (taking melee damage buffs your melee; +10 Health) is the melee-range cherry**
Exotic — Assassin's Cowl (Helmet)
Vanishing Execution: Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Worldline's Tesseract is classed as a heavy melee attack, so a blink-attack kill fires Vanishing Execution: every blink that kills = invisible + healed. Against majors/champions the invis and heal scale up. The result is a sustain loop with no cooldown of its own — the gun heals and hides you for free on the same kills that refund the blink. Invis also breaks aggro so you can reposition for the next sprint charge. Combination Blow is the backup trigger for when you need invis but the sword is out of energy.
Why this works (the mechanics)
The blink refund and the invis heal share one trigger — the kill. Tesseract's "kill → re-blink" and Cowl's "powered-melee kill → invis + heal" both fire on the same sword final blow. One kill simultaneously refunds the attack and makes you invisible and topped up. The aggressive line and the safe line are the same input.
Arc keeps you Amplified the whole fight. The sword jolts (Lethal Current's melee jolt + Spark of Shock'd grenades + Gathering Storm), and Flow State turns any jolted-target kill into Amplified — which grants resilience while dodging and faster dodge regen. A melee-range build needs a standing DR layer; jolt → kill → Amplified is it, and the sword manufactures jolts.
Lethal Current weaponises the dodge you're already pressing. You dodge to reload (Flow State) and to reposition between blinks; Lethal Current makes the next sword/melee hit jolt + blind, and blinds the whole jolted pack on contact. Crowd control falls out of the movement you do anyway.
The ability economy refills off Arc kills, not a rotation. Spark of Ions + Spark of Discharge turn jolted/Arc kills into Ionic Traces → melee/grenade/class energy back. Gambler's Dodge tops melee. The sword's kills pay for the abilities that make the sword's kills easier.
It is genuinely low-APM. No buff to babysit: sprint charges the sword passively, the perk re-arms itself, Cowl re-hides you on every kill, Flow State re-applies Amplified on every jolted kill. Charge → blink → repeat.
Stats & mods
Weapons 200 → Health 100+ → Melee. Weapons stat is the 9.7.0 PvE damage multiplier and the sword swings benefit; Health for melee range survivability on top of the Amplified/invis/heal layers; Melee to keep Combination Blow and dodge-refund snappy.
Helmet: Arc Siphon (Arc kills → Orbs — the sword prints them) · Ashes to Assets (Super on melee/grenade kills) · Dynamo (Super on dodge).
Chest: Arc + one off-element Resistance (flat DR under Amplified/invis).
Boots:Arc Weapon Surge ×2 (≈+17% Arc damage straight onto the sword) · Orbs of Restoration (orb pickup → least-charged ability).
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an Orb) · Bomber (dodge → grenade energy).
Champions:swords carry no intrinsic champion stun under Anti-Champion 2.0, and Tesseract is not a bespoke-stun exotic — so Worldline handles none on its own. Cover champions with your primary's archetype (below) and lean on blind (Lethal Current / Spark of Beacons-class effects) and Gathering Storm's jolt to neutralise Overload behaviour and stagger the rest.
Where it shines
Add-dense PvE — strikes, Nightfalls, seasonal/Onslaught, the patrol-and-clear loop. Packs are the fuel: each blink-kill refunds the attack and re-hides you, so a room of reds/oranges is one continuous chain. This is the natural home.
Survivable melee-range play in −10/−20 content thanks to the triple DR/heal stack (Amplified + Cowl invis-heal + Spark of Resistance) — you brawl in the middle of a pack and walk out invisible.
Champion coverage is borrowed, not native. Bring a Barrier/Unstoppable archetype primary; the sword blinds and jolts to manage Overload-style elites and ability spam but does not stun a champion by itself. Single high-HP bosses are not this gun's job — Tesseract's loop wants kills to sustain, and a boss denies the refund and the invis; swap to a DPS heavy for boss phases.
Other two weapon slots:
Kinetic primary — a Barrier or Unstoppable archetype (Precision/Adaptive → Barrier; Aggressive/High-Impact → Unstoppable) to supply the champion stun the sword can't, and to charge sword energy between blinks.
Energy Special — Arc preferred (an Arc Special amplifies the Surge/Ions/Discharge loop and keeps everything one element for mods). A blinding Arc Special (Spark of Beacons territory while Amplified) doubles as champion/elite control.