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

Air-superiority peek-duelist — Crucible 6v6 + Trials/Comp
St0mp-EE5 on light.gg

Centerpiece: St0mp-EE5 (Legs) · Subclass: Arcstrider (Arc) · Role: Air-superiority peek-duelist — Crucible 6v6 + Trials/Comp Sandbox: 9.7.0 · Updated 2026-07-03

Skyfall runs St0mp-EE5 as a ground-game hand-cannon duelist — strafe-jump the peek, land, trade. High Ground takes the third dimension. Jump (St0mp launches you higher and farther), tap dodge in mid-air to Ascension upward, amplify yourself on demand, jolt the lane, and rain down a shotgun or SMG angle nobody pre-aims because nobody holds the ceiling. And it is the honest St0mp build: in PvP the legs are pure movement, full stop — your air survivability comes from Ascension into Flow State, not from the boots.

The exotic

St0mp-EE5 — "Hydraulic Boosters: Increases slide distance and improves High Jump, Strafe Jump, and Triple Jump. Take less damage from targets when airborne."

St0mp-EE5 is a movement exotic and, in Crucible, only a movement exotic. Clarity resolves the intrinsic to +6.25% Sprint Speed, +33% Slide Distance, and "greatly increases the initial momentum of all Jump Abilities" — the numbers that warp how you rotate, peek, disengage, and here how high you can Ascension from. The manifest's "take less damage when airborne" reads like a PvP perk, but Clarity confirms it is 30% damage resistance against PVE Combatants only; against enemy Guardians the legs grant zero airborne DR. They also grant zero Airborne Effectiveness, so your in-air weapon accuracy still eats the standard penalty — you peek-and-land to shoot a primary, or stay close where the penalty barely bites. The slipperiness is the entire value; the air defence lives on the subclass.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Arc gives jolt, amplified, and Ionic Traces — the three verbs the whole air-superiority loop is built on.
SuperGathering Storm or Arc StaffLeast-important slot: Gathering Storm zones/controls a lane, Arc Staff is a roaming get-off-me — this build wins in the neutral game, not with the Super.
Class abilityMarksman's DodgeOn the ground it instantly reloads and breaks projectile tracking without moving your crosshair; in the air the same button becomes Ascension, so one slot is both a reset and a launcher.
MovementTriple JumpThree independently-aimable air vectors for maximum peeking mischief, and St0mp's momentum boost sends each kick higher and farther — plus the altitude you need to Ascension from.
MeleeCombination Blow / Disorienting BlowA close-range panic button, not a kill engine — Disorienting Blow blinds a pushing aper for the half-second you need to win the gunfight you are already in.
GrenadeFlashbang or ArcboltFlashbang blinds a pushing duo as a get-off-me; Arcbolt chips and, with Spark of Shock, jolts to set up a Flow State amplified kill.
Aspect 1AscensionThe signature: consume class-ability energy mid-air to pop upward, jolt the lane in a burst, and go amplified on demand with no kill required — the distinguishing engine versus Skyfall.
Aspect 2Flow StateThe payoff layer: defeating a jolted target makes you amplified, and while amplified your dodge recharges faster, you are more resilient while dodging (your only real in-air mitigation in PvP), and reload is greatly increased.
FragmentsIons · Shock · Haste · Feedback · FrequencyClose the class-energy loop, turn grenades into jolt triggers, and stack near-permanent Health plus glued reload — see the styled line below.
Exotic armourSt0mp-EE5 (Legs)The movement chassis: +33% slide and boosted jump momentum are what carry you to the off-angles and give Ascension its launch height.
WeaponsSMG / 600 auto primary + Shotgun specialAn AE-tolerant primary (The Immortal, Unforgiven, or a 600 auto) duels close-to-mid where the airborne penalty is least punishing; a Slideshot/Threat-Detector shotgun is made for the +33% slide and Ascension's downward drop.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. PvP relevance is not the PvE spread — this is a gun-first, mobility-second archetype (Gunner/Specialist-flavoured), chasing weapon handling/reload/ready and dodge uptime, with Health as trade-forgiveness rather than a heal loop.

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 (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 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 (5/10)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.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).