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Arc

Wraithmetal — The Dragon's Shadow (Hunter gunslinger-tempo)

Dodge-as-tempo gunplay — every dodge full-reloads from reserves, spikes handling/stability, bursts your movement, and speeds the next dodge
The Dragon's Shadow on light.gg
Your gear best achievable Class 138 / 130 target — gear ready
Health 26 · Melee 37 · Grenade 30 · Super 20 · Class 138 · Weapons 109 · armour only; stat mods + fragments add more

Centerpiece: The Dragon's Shadow (Chest) · Subclass: Arcstrider · Role: Dodge-as-tempo gunplay — every dodge full-reloads from reserves, spikes handling/stability, bursts your movement, and speeds the next dodge Sandbox: 9.7.0 · Updated 2026-07-03

Most dodge builds treat the dodge as a refund engine — kill with your gun to get the dodge back. The Dragon's Shadow inverts that: the dodge itself is the payload. One tap full-reloads your equipped weapon from reserves, snaps handling and stability to their ceiling, gives a movement-speed burst, and bumps your Class stat so the next dodge arrives sooner. The optimal rhythm isn't "reload" — it's "dodge," and it reads identically in a strike and in the Crucible.

The exotic

The Dragon's Shadow (Chest Armor) — Wraithmetal Mail: Your weapons ready quicker and are more stable. Dodging temporarily increases this benefit, reloads your equipped weapon from reserves, grants improved movement speed, and increases your class ability stat.

Read the four dodge effects as one combo, because they all fire off a single tap. The reload from reserves is the build — a full reload that pulls fresh rounds from your ammo pool, delivered for free by a movement button, so on a chunky-reload Hand Cannon or a one-in-the-mag special you dodge instead of reloading. The always-on ready/stability passive spikes higher right after that dodge, so the freshly loaded gun also handles and shoots tighter for a few seconds. The movement-speed burst turns the reload-cancel into a slide-out or a peek in the same beat. And the Class-stat bump is the sneaky one: each dodge temporarily raises your Class stat, which shortens your dodge cooldown, which means the next free reload arrives sooner — the build snowballs its own tempo the more you dodge.

Loadout

SlotPickWhy
SubclassArcstriderEvery Arc dodge-synergy aspect (Flow State, Lethal Current) and Combination Blow are gated on the dodge you now spam.
SuperGathering Storm (flexible)Build isn't Super-reliant; the staff jolt seeds a pack for Flow State, and any Arc Super slots fine.
Class abilityMarksman's DodgeThe heartbeat — it also reloads on dodge and keeps you sighted, stacking the same intent as the exotic.
MovementTriple JumpAir control to cash in the move-speed burst each dodge grants for a reposition.
MeleeCombination BlowSub-loop: a melee kill heals, ramps damage, and refunds dodge energy — compounding the Class-stat bump.
GrenadeFlux / Arcbolt GrenadeCheap jolt-on-demand to light up amplified (Flow State) when the melee loop is on cooldown.
Aspect 1Flow StateAny jolted kill makes you amplified, which speeds dodge regen and greatly boosts reload — the exact two things the exotic feeds.
Aspect 2Lethal CurrentYour post-dodge melee jolts and blinds; because you dodge constantly it's always loaded, and its jolt is what starts Flow State.
FragmentsSpark of Frequency · Momentum · Discharge · Ions · ResistanceReload/stability stacked on the exotic's own verbs, plus an Arc Ionic-Trace economy that tops abilities.
Exotic armourThe Dragon's Shadow (Chest)Centerpiece — dodge = free reserve-reload + handling/stability spike + move burst + faster next dodge.
WeaponsHeavy-hitting Primary + one-in-the-mag special + one Arc weaponGuns that most want a free reload (chunky HC/Aggressive Pulse, Rocket Sidearm/Wave GL/heavy Sniper), with an Arc gun to feed Discharge/Ions.
Fragments

Why it works (the mechanics)

Stats & mods

Class → Weapons → Melee. Health/Grenade/Super are the dump.

Class is the priority stat: it directly sets dodge cooldown, which is your reload cadence and your buff cadence, and the exotic's own bump rides on top of a high base so the snowball starts higher. Weapons raises the floor on reload/handling/stability under the exotic's spikes; Melee just needs enough to keep Combination Blow / Lethal Current cycling (Spark of Resistance adds +10). Lean a Specialist archetype or any that favours Class — the gear that pushes Class is the gear that pushes this build.

Mods:

Artifact — Encrypted Data Disk

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)Weapon Loader (faster reload) 3e
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (5/10)Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Arc Weapon Surge 1e fillYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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: the amplified damage window. - **Anti-Champion:** Anti-Champion 2.0 is intrinsic to weapon *archetypes* — bring frames covering the activity; the artifact's Riposte adds Unstoppable; Lethal Current's jolt/blind handles Overload behaviour.