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Smoke & Mirrors — Gemini Jester (Arc Hunter · PvP)

Radar-denial duel-winner — Crucible & Trials
Gemini Jester on light.gg

Anchor: Gemini Jester (Legs) · Subclass: Arcstrider · Role: Radar-denial duel-winner — Crucible & Trials Sandbox: 9.7.0 · Built 2026-06-27 · PvP (6v6 + Trials/Comp)

One button decides every 1v1 before a shot is fired. Dodge near someone and they get disoriented, their audio smears, and their radar goes dark for 5 seconds — they can't aim straight, can't hear you reposition, and can't see your blip. You peek the corner they no longer know you're on, land the duel inside their blind window, and slide out before the trade forms. This is not a damage build; it's an information build that turns every dodge into a free first shot.

Loadout

SlotPickWhy
SuperGathering Storm (alt: Arc Staff)Trials zone-control — pin a flag/lane or deny a stacked push from range. Arc Staff is the roaming 1vX panic button. Super is the least important slot; the build wins on neutral with the dodge + gun.
Class abilityMarksman's DodgeThe whole build is on this button, so it has to keep your gun in the fight. Marksman's dodges in place, reloads, and never breaks your aim — you disorient + radar-wipe the target while staying scoped on them. Gambler's Dodge is the alt if you'd rather refund melee to feed Lethal Current.
MovementTriple JumpThree air-control vectors to break aim-assist tracking and to choose where the disorient/radar-wipe lands on a peek.
MeleeCombination Blow / Disorienting Blow (Arc charged melee)Not a kill engine — the post-dodge punish that Lethal Current arms (jolt + blind) for when a shotgun-aper pushes into your blind window.
GrenadeFlashbangA get-off-me that blinds a pushing duo — stacks a second CC on top of the disorient. Spark of Shock makes it jolt too, which is your Flow State trigger.
Aspect 1Flow State"Defeating a jolted target makes you amplified. While amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased." This is the dodge-uptime engine — more dodges = more disorients = more blind windows.
Aspect 2Lethal Current"After dodging, your next melee has increased lunge, jolts, and creates a damaging aftershock. Damaging any jolted target with melee also blinds them." Turns the dodge into a second CC layer for the ape who walks into your smoke.
Fragments (5)

Clarity PvP DR/values cited in Notes — Resistance is 10% DR in PvP (not the 25% PvE figure), and Feedback's return-melee is +50% in PvP. Don't carry the PvE numbers into Crucible expectations.

Exotic — Gemini Jester (Legs)

Misdirection: Dodging disorients nearby enemies and temporarily removes their radar. (manifest, verbatim — and yes, it's Leg Armor, not a helmet; see Notes)

Clarity's PvP breakdown of what one dodge actually does, in numbers:

Two info-war effects off your most-spammable button, and that's the entire pitch:

This exotic adds zero damage, zero overshield, zero ability refund — `synergy.py --item` returns nothing for it because it produces no economy verb. That's correct and honest: it makes you harder to fight and impossible to see, and the subclass + gun do the rest.

Weapons (the loadout)

The exotic doesn't shoot. You win the duel the radar-wipe sets up, so bring a kit that closes inside a 5-second blind window. The project has no legendary roll data — these are archetype calls with example guns flagged as examples.

Pairing logic: HC for the duel you start, shotgun for the corner you take while invisible-to-radar, Marksman's Dodge tying them together (reload + reset + disorient on one input). No combo to memorise — it's a gunfight kit with an info-war button welded to the dodge.

Stats (PvP)

Priority: Class → Health → Weapons, with Melee a minor nudge and Grenade/Super dumped.

Archetype to chase: any roll favouring Class + Health (or Class + Weapons). Mods: Utility Kickstart ×2 + Bomber (even more dodge), Unflinching + Targeting + Loader for the HC, Recuperation/Better Already to top off after a won duel.

How to duel (the neutral game)

This is the real value — the build is 90% positioning and one perfectly-timed button.

6v6 vs Trials

6v6 (Crucible — artifact IS live). The chaos rewards the radar-wipe most: more bodies near every fight means more rotations you can blind by dodging into a duel. Lean on the Arc artifact column — grab a mod that turns your jolted/blinded kills into Ionic Traces or Bolt Charge so your CC refunds dodge energy, a blind-on-jolt mod so Lethal Current's jolt becomes area crowd control, and an Orb-on-Arc-kill mod to feed Recuperation/Better Already healing between fights. The throughline: pick artifact perks that convert the disorient/jolt you already spread back into more dodge uptime, not damage. Play aggressively — dodge into contested lanes, win the trade, vanish, repeat.

Trials / Comp 3v3 (artifact DISABLED). No artifact economy, fewer bodies, and every death is a round — so tighten everything. Push Class to a true 200 (you've lost any artifact dodge-refund, so the stat is your only cooldown lever) and don't dump Health (no artifact heal mods to lean on). Play methodical, not aggressive: use the radar-wipe to deny information and escape far more than to entry — dodge to break a lurking 1v1, reset the angle, and let your team's crossfire close it. With only one enemy near most fights, the radar-wipe isn't blinding a rotation, it's blinding the duel itself — so prioritise escape over trade when a fight goes even, because a clean disengage that costs them the round-timer beats a coin-flip trade that costs you the round.

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 (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).