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Quickstep — Radiant Dance Machines (Arc Hunter)

Primary-kill dodge engine — near-infinite dodge spam for a neutral-game / PvP duelist
Radiant Dance Machines on light.gg
Your gear best achievable Class 140 / 150 target — gear ready
Health 20 · Melee 32 · Grenade 44 · Super 13 · Class 140 · Weapons 118 · armour only; stat mods + fragments add more

Centerpiece: 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 · Updated 2026-07-03

Almost every Hunter dodge engine leans on a melee refund. Radiant Dance Machines moves the trigger onto your gun: every Primary-ammo final blow feeds dodge energy back, and once the bar is full the overflow banks extra charges. So you never dodge once and wait — you shoot, kill, dodge, shoot, kill, dodge, saving charges as you go. Be honest about the lane, though: this is a gunplay duelist and add-clear engine, not a boss-DPS build.

The exotic

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 is a flat gunplay buff to any Primary — Clarity measures roughly +20 Airborne Effectiveness always, and while the gun is readied and not aimed down sights another +30 Mobility, +5 Range, +30 Stability and a 70% tighter accuracy cone, which is exactly the close-range hip-fire handling a duelist wants. The second half is the engine: Primary final blows return Class ability (dodge) energy scaled by rank — around 34% off a minor, 100% off an elite — and at full energy repeat Primary kills within a short window bank up to two extra dodge charges. The catch, and the reason this is a neutral/PvP build, is that the refund is per Primary kill only: no bodies to drop and the engine stalls.

Loadout

SlotPickWhy
SubclassArcstriderEvery Arc Hunter aspect and the dodge↔melee loop is gated on the dodge RDM now spams, so the exotic's overflow has the most to spend.
SuperGathering Storm (flexible)The build isn't super-reliant; Gathering Storm jolts a pack to feed Flow State, but Arc Staff is equally fine.
Class abilityMarksman's DodgeThe keystone — reloads on dodge and keeps you on your gun, and RDM refunds it off the kills that gun gets.
MovementTriple JumpAir control, and RDM's airborne-effectiveness buff rewards fighting off the ground.
MeleeCombination BlowMelee kill → heal + stacking damage + dodge energy, a second refund source that overlaps RDM so the dodge never goes cold.
GrenadeFlux / Arcbolt GrenadeCheap jolt-on-demand; with Spark of Shock the Arc grenade guarantees the jolt that starts Flow State.
Aspect 1Lethal CurrentAfter dodging, your next melee gains lunge, jolts, and an aftershock — and you dodge constantly, so this melee is always charged.
Aspect 2Flow StateDefeating a jolted target makes you amplified; while amplified your dodge recharges faster and reload is greatly increased, accelerating the engine.
FragmentsResistance · Shock · Discharge · Ions · FrequencyClose the jolt → amplified → faster dodge loop and add reload/DR so you can live on your Primary.
Exotic armourRadiant Dance Machines (Legs)Turns Primary kills into dodge energy and banked charges — the entire resource the Arcstrider kit spends.
WeaponsAny Arc Primary + two flexible slotsLive on the Arc Primary (it is the whole engine and feeds the fragment chain); cover champions on the other two slots.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Weapons → Health. Class is king — it reduces dodge cooldown and boosts dodge energy from every source, compounding directly with RDM's refund and overflow. Then Weapons, because you fight off your Primary all day (reload, handling, +damage to the minors and majors your kills come from), with Health as the survival floor behind Flow State's dodge-resilience and Lethal Current's crowd control. Fragment deltas net roughly +10 Melee / −10 Grenade before mods.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Arc tier mods key off exactly what this build spams — Jolt and Blind — turning them into Ionic Traces, Armor Charge and blinding bursts while feeding the Orb economy your dodge already vacuums. Champions stay covered the build's own way: jolt for Overload, weapon archetypes for Barrier/Unstoppable.

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 (3/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (3/10)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.
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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1eShortly 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.

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).