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Arc

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

Dodge-as-disruption duelist — every dodge disorients the pack and wipes their radar

Anchor: Gemini Jester (Legs) · Subclass: Arcstrider · Role: Dodge-as-disruption duelist — every dodge disorients the pack and wipes their radar Sandbox: 9.7.0 · Created 2026-06-16

A utility exotic, not a damage engine — and it's honest about that. Every dodge disorients nearby enemies (a half-second they can't shoot straight) and deletes them from your radar's threat picture by deleting you from theirs. In Crucible that's an info-war button: blink in, dodge, and the duo guarding the lane both flinch off-target and lose your blip at the same moment. Built on Arc because Arcstrider is the only Hunter tree where the dodge itself is the centre of gravity — Flow State recharges it faster, Lethal Current weaponises it. You are the card the other team can't read.

Loadout

SlotPickWhy
SuperGathering Storm (or Storm's Edge)Roaming/area control; not the point of the build — keep it for a teamfight reset.
Class abilityGambler's DodgeThe whole build is on this button. Gambler's near an enemy fully refunds melee → feeds Lethal Current. Marksman's is the alternative (reload + cleaner spacing).
MovementTriple JumpAir control to choose where the disorient lands.
MeleeCombination Blow / Disorienting Blow (Arc melee)The Arc melee chains amplified-on-kill; pairs with Lethal Current's post-dodge jolt+blind.
GrenadeFlux / Arcbolt GrenadeCheap, chains, and Spark of Shock makes it jolt — jolt is the build's secondary CC and the Flow State trigger.
Aspect 1Flow StateDefeating a jolted target → Amplified; while Amplified your dodge recharges faster, you're more resilient while dodging, and reload is greatly increased. This is the dodge-uptime engine.
Aspect 2Lethal CurrentAfter dodging, your next melee jolts + makes a damaging aftershock and blinds any jolted target it hits. Turns the dodge into a second CC layer on top of Misdirection's disorient.
Fragments (5/5)

Exotic — Gemini Jester (Legs)

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

Two effects off one input, and both are information/tempo effects, not damage:

Crucially, this is a neutral-game exotic. It adds no damage perk, no overshield, no ability refund. It makes you harder to fight and harder to see — which is exactly what a duelist and a flank-support want, and why we pair it with a subclass that already spams the trigger.

Why this works (the mechanics)

Weapons

This is a gunfight build — the exotic doesn't shoot for you. Pick a weapon you win duels with.

Stats & archetypes

Class 200 → Weapons → Health, with Melee and Grenade as the mid stats.

Archetype-wise chase armour that favours Class + Weapons + Health. Mods: Utility Kickstart ×2 and Bomber (more dodge), Recuperation/Better Already (heal on orb/regen), and Arc weapon Surge/Targeting to taste. Powerful Attraction on the class item if you lean on the Spark of Amplitude orbs.

Set bonus (optional)

Garnish, as always — the build is complete on a no-set Tier 4 roll, because nothing here keys off a set. If you want one, three are genuinely on-theme:

Slot one only if your rolls already carry Class 200 + Weapons; never trade the stat line for the set.

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)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
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).

The loop

Low-APM, tempo-driven. There's no rotation to babysit — you press dodge when you want the room to flinch and forget you.