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Quickstep — Radiant Dance Machines (Arc Hunter)

Primary-kill dodge engine — near-infinite dodge spam for a neutral-game / PvP duelist

Anchor: Radiant Dance Machines (Legs) · Subclass: Arcstrider · Role: Primary-kill dodge engine — near-infinite dodge spam for a neutral-game / PvP duelist Sandbox: 9.7.0 · Created 2026-06-16

Almost every Hunter dodge-engine leans on a melee refund (Combination Blow, Gambler's). Radiant Dance Machines moves the trigger to your gun: every Primary-ammo final blow gives dodge energy back, and once your dodge is full the overflow stacks extra charges. So you don't dodge once and wait — you shoot, kill, dodge, shoot, kill, dodge, banking charges as you go. The exotic also sharpens the gun it keys off (hip-fire mobility/range/accuracy + airborne effectiveness on Primaries). It's class-agnostic — any dodge-centric subclass profits — but Arcstrider is the natural home, because every Arc Hunter aspect and the dodge↔melee loop are gated on the dodge you now spam. Be honest about the lane, though: this is a neutral-game / gunplay / PvP duelist build, not a boss-DPS build. It eats adds and Guardians; it does nothing special to a boss health bar.

Loadout

SlotPickWhy
SuperGathering Storm (flexible)Take whatever — the build isn't super-reliant. Gathering Storm jolts a pack to feed Flow State; Arc Staff is fine too.
Class abilityMarksman's DodgeThe keystone ability. Reloads on dodge and keeps you on your gun — and RDM refunds it off the kills that gun gets. Gambler's works too if you lean on melee (see Weapons).
MovementTriple JumpAir control — and RDM boosts airborne effectiveness on Primaries, so you're rewarded for fighting off the ground.
MeleeCombination BlowMelee kill → heal + stacking melee damage + dodge energy. A second dodge-refund source that stacks with RDM, so the dodge effectively never goes cold.
GrenadeFlux / Arcbolt GrenadeCheap jolt-on-demand. Jolt feeds Flow State (amplified) and Lethal Current. Any Arc grenade works; pick for the jolt.
Aspect 1Lethal CurrentAfter dodging, your next melee gets lunge + jolts + an aftershock, and blinds jolted targets. You dodge constantly, so this melee is always charged — and the jolt it lands lights up Flow State.
Aspect 2Flow StateDefeating a jolted target → amplified; while amplified your dodge recharges more quickly, you're more resilient dodging, and reload is greatly increased. It literally accelerates the engine the whole build runs on.
Fragments (5/5)

Exotic — Radiant Dance Machines (Legs)

The Dance: Moderately increases airborne effectiveness and hip fire mobility, range, and accuracy for weapons that use Primary ammo. Final blows with Primary ammo weapons return dodge energy, which can overflow to create additional charges when full.

Two halves, both about the gun. The first half is a flat gunplay buff to any Primary — better hip-fire and airborne handling, which matters most in PvP and close-range neutral play. The second half is the engine: Primary final blows refund dodge, and once the dodge bar is full the refund doesn't waste — it banks extra charges. That overflow is the difference between "dodge has a cooldown" and "I have three dodges saved up." The catch, and the reason this is a neutral/PvP build: the refund is per kill, off Primary ammo only. No adds to kill, or a single boss, and the engine stalls — there's nothing here for a DPS phase the way a sustained-damage exotic (Speedloader Slacks) holds up.

Why this works (the mechanics)

Weapons

You live on your Primary — it's the whole engine, so pick the one you shoot best.

Stats & archetypes

The dodge is king, so build Class first — it both reduces dodge cooldown and increases dodge energy from every source, which compounds directly with RDM's refund and overflow. Then Weapons, because you fight off your Primary all day (reload, handling, +damage to minors/majors — exactly the targets your kills come from).

Suggested gameplay spread: Class ~150 · Weapons ~120 · Health ~70, with Melee / Grenade / Super as dump stats (you're not ability-reliant — Combination Blow and the Arc grenade are cheap and partly self-refunding). Fragment deltas above already net roughly +10 Melee / −10 Grenade before mods.

Set bonus (optional)

Pure garnish — the engine is the exotic plus the dodge↔jolt loop, and it runs on any gear. If you want one, anything that rewards weapon kills or Arc/amplified play fits the gunplay identity (an Arc-weapon-damage or reload-on-kill set). Slot it only if your pieces already carry the Class/Weapons stats above; never chase a set at the cost of the dodge-cooldown stat.

The loop

Shoot → kill → dodge → (jolting melee) → shoot → kill → dodge. The Primary kill refunds the dodge (RDM, overflowing into banked charges); the dodge reloads (Marksman's) and arms Lethal Current's jolt-blind melee; the jolted kill makes you amplified (Flow State) so the next dodge comes back even faster; Combination Blow tops the dodge a second way on any melee kill. Throw an Arc grenade when you need a guaranteed jolt to re-light Flow State. Swap to a champion weapon when one walls you — then get back on your Primary, because that's where the engine lives. Against a lone boss there's no loop; this build is at its best clearing rooms and winning duels.