Centerpiece: Worldline Zero (Sword · Heavy · Arc) · Subclass: Arcstrider (Arc) · Role: Blink-attack add/major shredder with built-in invis sustain Sandbox: 9.7.0 · Updated 2026-07-03
Sprint to full energy, hold guard, and blink through a pack with a heavy sword attack that — on a kill — immediately refunds itself. Every blink is engineered to end in a kill: kill → free re-blink → kill again, chained across a room on one breath of energy. Arcstrider wraps the chain in Amplified damage resistance and Flow State, and Assassin's Cowl turns each sword kill into invisibility plus 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 from `exotics.md`):
[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.
Worldline Catalyst — Another Dimension (verbatim from `catalysts.md`):
Another Dimension: Reduces the activation time of Tesseract.
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 before the energy bar empties. The catalyst tightens the activation window so the teleport comes out faster, smoothing the chain into a near-continuous string of blinks. 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 damage-resistance/speed plus 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.
Melee
Combination Blow
A real powered-melee charge for Assassin's Cowl when the sword is out of energy; jolts feed Flow State.
Grenade
Flux Grenade
Sticks a single priority and, with Spark of Shock, jolts — feeds Flow State without babysitting.
Aspect 1
Flow State
Defeating a jolted target makes you Amplified: faster dodge regen, more resilient while dodging, greatly increased reload — the standing damage-resistance layer for a melee build.
Aspect 2
Lethal Current
After dodging, your next melee jolts and creates an aftershock, and damaging any jolted target with melee blinds it — crowd control off the dodge you already press.
Fragments
Spark of Resistance · Spark of Shock · Spark of Ions · Spark of Discharge
Surround-DR, grenade jolt, and two Ionic Trace sources so blink kills refill abilities.
Exotic armour
Assassin's Cowl (Helmet)
Vanishing Execution turns each sword/melee final blow into invisibility plus a health/shield heal — free sustain on the same kills that refund the blink.
Weapons
Kinetic primary (Barrier/Unstoppable archetype) + Arc energy Special
Primary supplies the champion stun the sword lacks and recharges sword energy; an Arc Special keeps the Surge/Ions/Discharge loop one element.
Fragments
Spark of Resistancemore resistant 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 create an Ionic Trace → ability energy back
Spark of Discharge (Arc weapon kills chance an Ionic Trace; the sword is an Arc weapon, so blink kills print traces). Slot permitting
Spark of Feedback (taking melee damage buffs your melee; +10 Health) is the melee-range cherry**
Why it works (the mechanics)
The blink refund and the invis heal share one trigger — the kill. Tesseract's "kill → re-blink" and Cowl's Vanishing Execution "powered-melee final blow → invisibility + heal" both fire on the same sword final blow. One kill simultaneously refunds the attack and makes you invisible and topped up, so 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 "more resilient while dodging" and faster dodge regen. A melee-range build needs a standing damage-resistance layer; jolt → kill → Amplified is it, and the sword manufactures the 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 melee jolt and blinds any jolted target on melee contact. Crowd control falls out of the movement you do anyway.
The ability economy refills off Arc kills, not a rotation. Spark of Ions and Spark of Discharge turn jolted/Arc kills into Ionic Traces → melee/grenade/class energy back, and 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, the catalyst shortens the activation, Cowl re-hides you on every kill, and Flow State re-applies Amplified on every jolted kill. Charge → blink → repeat.
Stats & mods
Weapons 200 → Health → Melee. Weapons is the 9.7.0 PvE damage multiplier the sword swings benefit from; Health for melee-range survivability on top of the Amplified/invis/heal layers; Melee to keep Combination Blow and the dodge refund snappy. Archetype lean: a Weapons/Health-forward roll with a Melee tertiary.
Mods:
Boots: Arc Weapon Surge ×2 (Arc damage straight onto the sword) · Orbs of Restoration (orb pickup → least-charged ability).
Arms: Melee Font · Heavy Handed (melee kills restore melee energy) · Impact Induction (melee damage → grenade energy).
Chest: Arc Resist + one off-element Resistance (flat damage resist under Amplified/invis).
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an Orb) · Bomber (dodge → grenade energy).
Surge: Arc Weapon Surge — matches the sword's element for the damage bump.
Anti-Champion: none native to the sword — carry an Overload/Barrier/Unstoppable mod on the primary and lean on blind (Lethal Current) plus Gathering Storm's jolt.
Artifact — Encrypted Data Disk
The Arc/Sword artifact that bolts straight onto the Tesseract loop: it buys the Unstoppable stun the sword lacks, turns the guard-then-blink cadence into raw sword damage, and converts every Arc/jolt kill into Bolt Charge, Orbs, and blind for crowd control.
Riposte makes a guard-then-strike stun unshielded combatants — the Unstoppable coverage the sword can't supply natively.
Press the Advantage grants Sword stability/handling and increased guard, exactly the stat the blink-and-guard loop leans on.
Dielectric turns Arc-debuffed kills into Bolt Charge plus an Orb of Power and a heal — feeding the build's Bolt Charge and orb economy.
Blinding Jolts makes jolted final blows blind the pack, paying off Lethal Current/Flow State jolts and taming Overload-style elites.
Combination Argent Blade empowers the Sword after a light-then-heavy combo for more blink damage.
Elemental Orbs: Arc and Tazer Tag close the loop: Arc weapon kills spawn Arc Elemental Orbs (the sword is an Arc weapon), and Arc-melee hits jolt to keep Flow State's Amplified running off Combination Blow.
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 damage-resistance/heal stack (Amplified + Cowl invis-heal + Spark of Resistance) — you brawl in the middle of a pack and walk out invisible.
Not a boss gun. Tesseract's loop wants kills to sustain; a single high-HP boss denies the refund and the invis, so swap to a DPS heavy for boss phases.
Champion coverage: the sword breaks none intrinsically — swords carry no Anti-Champion 2.0 archetype stun and Tesseract has no bespoke stun. Bring a Barrier/Unstoppable primary; the sword's blind (Lethal Current / Blinding Jolts) and Gathering Storm's jolt manage Overload-style elites but do not stun a champion on their own.
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.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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.
Chest (5/10)
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using 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: lean on blind (Lethal Current) plus Gathering Storm's jolt.