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Arc

Trickster — Gemini Jester (Arc Hunter, Crucible/CC)

Dodge-as-disruption duelist — every dodge disorients the pack and wipes you off their radar
Gemini Jester on light.gg
Your gear best achievable Class 136 / 200 target — 64 short — needs better rolls
Health 49 · Melee 48 · Grenade 58 · Super 10 · Class 136 · Weapons 96 · armour only; stat mods + fragments add more

Centerpiece: Gemini Jester (Legs) · Subclass: Arcstrider (Arc) · Role: Dodge-as-disruption duelist — every dodge disorients the pack and wipes you off their radar Sandbox: 9.7.0 · Updated 2026-07-03

This is a utility exotic, and it is honest about that — it adds no damage, no overshield, no ability refund. Every dodge disorients the enemies around you and deletes you from their radar at the same instant, so you blink into a lane, the duo guarding it both flinch off-target, and their minimap forgets you exist. Built on Arcstrider because that is the only Hunter tree where the dodge itself is the centre of gravity: Flow State recharges it faster, Lethal Current weaponises the melee after it. You are the card the other team can't read.

The exotic

Misdirection: Dodging disorients nearby enemies and temporarily removes their radar.

Two effects fire off one input, and both are information/tempo effects rather than damage. Community testing puts the disorient at a full 5 seconds — a brief aim-disruption and audio distortion in the same family as a disorienting-grenade detonation — applied to everything within roughly 10 m against PvE combatants (about 22 m in Crucible). The radar removal lasts the same 5 seconds: the enemies you disorient lose their read of you on the minimap, so a coordinated push can't track the flanker. It is not full-team invisibility — it is a local, timed blackout on exactly the people you just jostled. Because there is no damage perk to chase, the play pattern is pure tempo: press dodge when you want the room to flinch and forget you, then win the gunfight that opens up.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)The only Hunter tree where the dodge itself is the engine — Flow State keys the dodge cooldown, Lethal Current keys the post-dodge melee.
SuperGathering Storm (or Storm's Edge)Roaming/area-control reset for a teamfight or chokepoint — a panic button, not the gameplan.
Class abilityGambler's DodgeThe whole build is on this button; dodging near an enemy refunds up to full melee energy (scaling with the Melee stat), feeding Lethal Current.
MovementTriple JumpAir control to choose exactly where the disorient-and-radar-wipe lands.
MeleeCombination Blow / Disorienting Blow (Arc melee)The charged Arc melee is what Lethal Current supercharges — jolt plus blind on the target after a dodge.
GrenadeFlux / Arcbolt GrenadeCheap and chaining; Spark of Shock makes it jolt, and jolt is both the build's secondary CC and the Flow State trigger.
Aspect 1Flow StateDefeating a jolted target makes you amplified; while amplified your dodge recharges faster, you're more resilient while dodging, and reload is greatly increased — the dodge-uptime engine.
Aspect 2Lethal CurrentAfter dodging, your next melee jolts and makes a damaging aftershock, and damaging any jolted target with melee also blinds it — a second CC layer stacked on Misdirection's disorient.
FragmentsResistance · Shock · Ions · Frequency · AmplitudeDuelist DR, a jolt grenade, Ionic Traces off jolt kills, weapon handling on melee, and orbs while amplified.
Exotic armourGemini Jester (Legs)The centerpiece — disorient plus radar-wipe on every single dodge.
WeaponsA duel-winning primary (120 Hand Cannon or high-stat Pulse) + a special shotgun/fusion for the post-dodge confirm + a Heavy of choiceThe exotic doesn't shoot for you; pick guns that close a duel inside the 5-second window the disorient buys.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Weapons → Health. Melee and Grenade sit mid — you want them online for Lethal Current and the jolt grenade, but they cycle off kills (Ions, Ionic Traces), not off the stat bar.

Chase armour that favours Class + Weapons + Health. Class 200 is non-negotiable — it's the dodge cooldown, and the dodge is the build. Weapons is second because this is a gunfight kit; Health third for duel survivability (Spark of Resistance and Flow State's dodge-resilience already pad it).

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Arc-CC column of this artifact maps onto the build's exact loop: jolt and blind feed Ionic Traces (dodge energy), Arc weapon hits manufacture more blind, and Arc damage punishes everything you blinded. It amplifies the jolt/blind/orb economy — it does not stun champions, so bring weapon archetypes for those.

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 (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
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 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (7/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
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: matching the subclass; the duel weapon. - **Anti-Champion:** none intrinsic — stun rides weapon *archetypes* now; bring frames covering the content's champions. The build's jolt; blind disrupt elite ability-spam but do **not** stun champions.