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

Dodge-as-tempo gunplay — every dodge full-reloads from reserves, buffs handling/stability/movement, and speeds the next dodge

Anchor: The Dragon's Shadow (Chest) · Subclass: Arcstrider · Role: Dodge-as-tempo gunplay — every dodge full-reloads from reserves, buffs handling/stability/movement, and speeds the next dodge Sandbox: 9.7.0 · Created 2026-06-16

Most dodge builds treat the dodge as a refund engine — kill with your gun to get the dodge back (Radiant Dance Machines). The Dragon's Shadow inverts that: the dodge itself is the payload. One tap full-reloads your equipped weapon from reserves (not just the mag — it pulls fresh rounds), snaps your handling and stability to their ceiling, gives you a movement-speed burst, and bumps your Class stat so the next dodge arrives sooner. So the optimal rhythm isn't "reload" — it's "dodge." Empty a heavy-hitting mag, dodge to skip the reload entirely, keep firing. On a one-in-the-mag special or a slow-reloading Hand Cannon, that reload-cancel is a flat DPS gain you pay for with a movement button you were going to press anyway. It's a neutral-game exotic — it does the same thing in a strike and in the Crucible, so this build reads both lanes.

Loadout

SlotPickWhy
SuperGathering Storm (flexible)Build isn't Super-reliant; the staff jolt seeds Flow State on a pack. Any Arc Super is fine.
Class abilityMarksman's DodgeThe build's heartbeat. Marksman's also reloads on dodge and keeps you sighted on the gun — it stacks the same intent as the exotic. (Gambler's if you lean melee — see Weapons.)
MovementTriple JumpAir control to reposition on the move-speed burst each dodge grants.
MeleeCombination BlowOptional sub-loop: melee kill → heal + ramping damage + dodge energy back. A second dodge-refund that compounds the Class-stat bump.
GrenadeFlux / Arcbolt GrenadeCheap jolt-on-demand to light up Flow State (amplified) and Lethal Current. Any Arc grenade works.
Aspect 1Flow StateJolted kill → amplified; while amplified your dodge recharges more quickly, you're more resilient dodging, and reload speed is greatly increased. It accelerates the one button this whole build is built on.
Aspect 2Lethal CurrentAfter dodging, your next melee gets lunge + jolts + an aftershock (and blinds jolted targets). You dodge constantly, so this melee is always charged — and the jolt it lands is what starts Flow State.
Fragments (5/5)

Exotic — The Dragon's Shadow (Chest)

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 passive alone (quicker ready + more stable, all the time) is a quiet DPS gain on any weapon. The dodge turns it into a rhythm.

Why this works (the mechanics)

Weapons

The exotic is weapon-agnostic, so pick guns that most want a free reload:

Stats & archetypes

Class ~130 → Weapons ~120 → Melee ~70, Health/Grenade/Super as dump.

Set bonus (optional)

House rule: sets are garnish, not a driver — this build is complete on Tier 4 gear with no set bonus, because the engine is one exotic verb plus the Arc loop. If your rolls already carry Class ~130, an on-theme 2pc/4pc that grants reload or handling on dodge / ability cast stacks cleanly with the exotic's spike (more of the same verb, longer). Slot it only after the stats are there; never chase a set at the cost of the Class stat that actually drives the tempo.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3eRapid 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 (6/10)Bolstering Detonation 1eGrants class ability energy when you cause damage with a grenade.
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 (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)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.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (5/10)Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces 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).

The loop

Low-APM, gun-forward. There's no rotation to babysit — the dodge is the rotation.