← Back
Arc

Shiftrunner — Mask of Bakris (Arc Hunter)

Shift-cycling weapon-damage Hunter — movement is the DPS rotation
Mask of Bakris on light.gg
Your gear best achievable Class 154 / 200 target — 46 short
Health 24 · Melee 18 · Grenade 67 · Super 18 · Class 154 · Weapons 93 · armour only; stat mods + fragments add more

Centerpiece: Mask of Bakris (Helmet) · Subclass: Arcstrider · Role: Shift-cycling weapon-damage Hunter — movement is the DPS rotation Sandbox: 9.7.0 · Updated 2026-07-03

Your dodge stops being an escape button and becomes Light Shift: a 10-metre horizontal teleport that cloaks you mid-animation and stacks a damage bonus onto every Arc and Stasis gun you carry. Kills inside that window hand the shift straight back. You blink through the pack, light it up at +33%, and blink again — the rotation is the traversal.

The exotic

Mask of Bakris (Helmet) — Light Shift: While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy.

Bakris rewrites the dodge. With an Arc or Stasis Super equipped, the class ability becomes Shift — a ~10 m teleport that renders you invisible and invulnerable for the animation. Each cast grants one stack of Light Shift for 11 seconds, up to three, and each stack adds 10% / 21% / 33% damage to your Arc and Stasis weapons (plus a flat +10% against Stasis-debuffed targets), stacking on top of every other buff source. The catch and the engine are the same clause: passive class-ability regeneration is off while Light Shift is active, so you fuel the next shift by killing — weapon final blows during the buff window refund class-ability energy. Kill fast enough and shift → kill → shift never stops.

Loadout

SlotPickWhy
SubclassArcstriderArc supers satisfy Bakris's "Arc or Stasis Super" gate and share the jolt economy.
SuperGathering StormAn Arc Super is the equip requirement that turns Dodge into Light Shift.
Class abilityGambler's or Marksman's DodgeEither one is replaced by Light Shift — pick by whichever base cooldown you prefer.
MovementTriple JumpMaximum aerial repositioning to chain into and out of each ground-level Shift (flexible).
MeleeCombination BlowA charged melee that heals, stacks melee damage, and refunds dodge on kills — feeds the shift loop.
GrenadePulse GrenadeLingering Arc grenade that periodically spawns Ionic Traces as it ticks.
Aspect 1Flow StateJolted-target kills make you Amplified, which recharges the dodge faster and boosts reload — directly speeding the shift cadence.
Aspect 2Lethal CurrentAfter dodging (a Shift), the next melee jolts and aftershocks — one input buys movement, a damage window, and a jolting punch.
FragmentsIons · Discharge · Resistance · FrequencyTwo Ionic-Trace sources, surrounded-DR, and melee-triggered reload — the ability/weapon economy around the shift.
Exotic armourMask of Bakris (Helmet)The centerpiece: Shift + the stacking Arc/Stasis weapon buff + the kill-refund loop.
WeaponsRiskrunner / Centrifuse (Arc primary) + Stasis special + any heavyArc primaries ride the Bakris bonus and jolt for Traces; a Stasis special rides it too and triggers the +10% Stasis-debuff clause.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Weapons → Health. Class first drives shift frequency (and the super that gates it); Weapons pushes the guns the whole build exists to buff; Health is the survivability floor for point-blank shifting. Archetype lean: Reaver (Class/Melee) for ability cadence, or Powerhouse (Weapons/Super) if you want Gathering Storm faster.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Dynamo 3eReduces Super cooldown when using your class ability near targets.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Chest (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect 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.
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.
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.

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: the Super element). - **Anti-Champion:** Jolt = Overload intrinsically; bring an Unstoppable/Barrier source (artifact or a champion mod) for the other two.