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High Ground — St0mp-EE5 (Arc Hunter · PvP)

Air-superiority peek-duelist — Crucible & Trials
St0mp-EE5 on light.gg

Anchor: St0mp-EE5 (Legs) · Subclass: Arcstrider (Arc) · Role: Air-superiority peek-duelist — Crucible & Trials Sandbox: 9.7.0 · Built 2026-06-27 · PvP (6v6 + Trials/Comp)

Skyfall already runs St0mp-EE5 as a ground-game hand-cannon duelist — strafe-jump the peek, land, trade. High Ground takes the third dimension. It pivots the whole kit onto one aspect Skyfall doesn't touch — Ascension — so the signature move isn't a jump-peek, it's a vertical pop: jump (St0mp throws you higher and farther), then tap your dodge in mid-air to Ascension upward, amplify yourself on demand, jolt the lane, and rain down a shotgun or SMG angle nobody's pre-aimed because nobody pre-aims the ceiling. And it's the honest St0mp build: in PvP the legs are pure movement, full stop. The famous "less damage while airborne" is PvE-only (Clarity: 30% vs combatants) and the legs give zero Airborne Effectiveness, so your real air survivability comes from Ascension → Flow State's amplified-DR-and-reload, not the boots. Movement is the defence; the gun is the kill; Ascension is the button that makes the air yours.

Loadout

SlotPickWhy
SuperGathering Storm or Arc StaffZoning/map-control (Gathering Storm) or a roaming get-off-me (Arc Staff). Least important slot — this build wins in the neutral game, not with the Super.
Class abilityMarksman's DodgeOn the ground it's the duelist's reset: reloads + breaks tracking without moving your crosshair. In the air the same button becomes Ascension (the aspect re-routes airborne dodge), so one slot gives you a ground reset and an air launcher. (Gambler's if you'd rather it feed melee.)
MovementTriple JumpThree independently-aimable air vectors — the most peeking mischief, and St0mp "greatly increases the initial momentum of all jump abilities," so each kick goes higher/farther. Triple also gives you altitude to Ascension from. (High Jump if you want one big vertical instead.)
MeleeCombination Blow / Disorienting BlowA panic button at close range, not a kill engine. Disorienting Blow blinds a pushing aper; either is just the half-second you need to win the gunfight you're already in.
GrenadeFlashbang or ArcboltFlashbang blinds a pushing duo (a get-off-me). Arcbolt chips + jolts → with Spark of Shock it sets up a jolted kill for Flow State amplified.
Aspect 1AscensionThe signature. "While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets." On-demand Amplified (no kill required), an extra vertical vector off the St0mp jump, and an AoE jolt that primes Flow State — all from a mid-air dodge tap. This is what makes High Ground its own build.
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified your dodge recharges more quickly, you are more resilient while dodging, and reload speed is greatly increased. It's the payoff layer: Ascension jolts → you finish the jolted target → amplified again, now with the resilience-while-dodging that is your only real in-air DR in PvP plus greatly increased reload.

Fragments (PvP-relevant):

Swap Spark of Shock → Spark of Amplitude (rapid kills while amplified → Orb) if you'd rather your near-constant amplified state feed team orbs over the personal jolt loop.

Exotic — St0mp-EE5 (Legs)

Manifest (exotics.md): "Hydraulic Boosters: Increases slide distance and improves High Jump, Strafe Jump, and Triple Jump. Take less damage from targets when airborne."

Clarity ([pvp]-relevant breakdown):

Honest trade-off, stated plainly: in PvP this is a pure movement exotic. No ability refund, no airborne DR, no accuracy help. The slipperiness is the value — and your in-air survivability comes from Ascension → Flow State (amplified + resilient-while-dodging) and the Health-stat fragments, not from the legs. Build the air defence on the subclass; the boots only get you there.

Weapons (the loadout)

The exotic gives nothing offensive, and because there's no AE help, pick guns that are forgiving in the air or that engage where AE barely matters:

Stats (PvP)

Six-stat Armor 3.0 — PvP relevance is not the PvE spread. Chase, in order:

Archetype to chase: any roll favouring Weapons + Class (Gunner/Specialist-flavoured). Mods: Targeting + Loader + Unflinching for your primary's class, Dexterity for fast ready off the peek, Recuperation/Better Already to top off after a won duel. No ability-mod stack to build — spend the budget making the gun feel perfect.

How to duel (the neutral game)

6v6 vs Trials

Notes

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 (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 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 (4/10)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.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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: **Dexterity** for fast ready off the peek.