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
Slot
Pick
Why
Subclass
Arcstrider
Arc supers satisfy Bakris's "Arc or Stasis Super" gate and share the jolt economy.
Super
Gathering Storm
An Arc Super is the equip requirement that turns Dodge into Light Shift.
Class ability
Gambler's or Marksman's Dodge
Either one is replaced by Light Shift — pick by whichever base cooldown you prefer.
Movement
Triple Jump
Maximum aerial repositioning to chain into and out of each ground-level Shift (flexible).
Melee
Combination Blow
A charged melee that heals, stacks melee damage, and refunds dodge on kills — feeds the shift loop.
Grenade
Pulse Grenade
Lingering Arc grenade that periodically spawns Ionic Traces as it ticks.
Aspect 1
Flow State
Jolted-target kills make you Amplified, which recharges the dodge faster and boosts reload — directly speeding the shift cadence.
Aspect 2
Lethal Current
After dodging (a Shift), the next melee jolts and aftershocks — one input buys movement, a damage window, and a jolting punch.
Fragments
Ions · Discharge · Resistance · Frequency
Two Ionic-Trace sources, surrounded-DR, and melee-triggered reload — the ability/weapon economy around the shift.
Exotic armour
Mask of Bakris (Helmet)
The centerpiece: Shift + the stacking Arc/Stasis weapon buff + the kill-refund loop.
Weapons
Riskrunner / Centrifuse (Arc primary) + Stasis special + any heavy
Arc primaries ride the Bakris bonus and jolt for Traces; a Stasis special rides it too and triggers the +10% Stasis-debuff clause.
Fragments
Spark of Ionsjolted or Bolt Charge kills create an Ionic Trace
Spark of DischargeArc weapon final blows have a chance to create an Ionic Trace
Spark of Resistancedamage resistance while surrounded, +10 Melee
Spark of Frequencymelee hits boost reload speed and stability
Why it works (the mechanics)
The refund makes it a rotation, not a cooldown. Bakris disables passive class-ability regen during Light Shift, so the only fuel is the intrinsic's own clause — weapon final blows with the bonus active refund class-ability energy. In add-dense content that refund outpaces the drain, so shift → kill → shift chains for as long as targets keep dying. Your weapon-damage uptime literally equals your kill rate.
The buff is a free weapon perk that stacks with everything. Light Shift grants 10% / 21% / 33% Arc and Stasis weapon damage at 1/2/3 stacks, and the manifest text is explicit that it "stacks with all other buff sources." That means it multiplies on top of Arc Weapon Surge mods, Amplified handling, and any weapon perk — Bakris effectively bolts a damage column onto every Arc and Stasis gun you own, at no loadout slot cost.
Lethal Current rides the same button as the shift. Shift is still mechanically a dodge, so it satisfies Lethal Current's "after dodging" trigger. One input grants a 10 m cloaked reposition, opens the weapon-damage window, and empowers the next melee to jolt and aftershock. Damaging any jolted target with melee then blinds it — crowd control folded into the traversal.
Jolt kills close the loop through Flow State and the Ionic-Trace fragments. Lethal Current (and Arc weapons like Riskrunner/Centrifuse) apply jolt; killing a jolted target triggers Flow State's Amplified, which recharges the dodge faster and greatly boosts reload — shortening the gap between shifts. Spark of Ions turns those jolted kills into Ionic Traces and Spark of Discharge adds a chance on any Arc final blow, so ability energy floods back while the shift-refund handles the class ability.
The cloak is a defensive verb, not just a stat buff. Shift renders you fully invisible and invulnerable for the animation, so it doubles as an i-frame reposition through open ground — you break target lock, cross a lane other builds can't, and re-enter the fight at max stacks. Spark of Resistance layers flat damage resistance whenever you're surrounded, covering the aggressive close-range play the buff demands.
A Stasis special widens the same buff. Light Shift covers Stasis weapons too and adds a separate +10% against Stasis-debuffed enemies, so a Chill Clip / slow special both rides the stacking bonus and creates the debuff that unlocks the extra 10% — plus freeze/shatter utility inside the identical window.
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:
Boots: Arc Weapon Surge ×2 — multiplies directly on top of the Light Shift damage column for your Arc primary.
Arms: Heavy Handed / a melee kickstart — keeps Combination Blow charged between shifts so the empowered Lethal Current punch is always ready.
Class item: Dynamo — using your class ability near targets cuts Super cooldown, recycling Gathering Storm; pair with Utility Kickstart for armour-charge uptime.
Surge: Arc (matches the buffed primaries and the Super element).
Anti-Champion: Jolt = Overload intrinsically; bring an Unstoppable/Barrier source (artifact or a champion mod) for the other two.
Artifact — Tablet of Ruin
Picks (2/3/2):
Tier 1: Dielectric · Elemental Siphon
Tier 2: Flashover · Harsh Refraction · Gold From Lead
Tier 3: Defibrillating Blast · Limit Break
Dielectric is the core engine: defeating Arc-debuffed (jolted) targets grants Bolt Charge, and rapidly defeating them spawns an Orb of Power and heals — the exact layer the jolt-kill shift loop already produces.
Elemental Siphon rewards Kinetic or Super-matching (Arc) final blows with an Arc Elemental pickup, feeding ability and Trace economy on top of the shift refund.
Flashover closes the Amplified loop — reaching maximum Bolt Charge makes you Amplified (stacking with Flow State's Amplified) and hits harder, converting the Bolt Charge Dielectric builds into faster dodges.
Harsh Refraction boosts Trace Rifle damage against elementally-debuffed targets, so an Arc trace hitting your jolted enemies stacks yet another multiplier into the Bakris window.
Gold From Lead lets Special-ammo pickups roll into Heavy, sustaining the Stasis special and heavy uptime through long DPS stretches.
Defibrillating Blast is the champion answer — stunning a Champion grants max Bolt Charge, and Bolt Charge bolts jolt and heal, tying champion play back into the jolt/heal loop.
Limit Break grants a Super-damage window when you cast Gathering Storm with a matching Arc buff active — a burst payoff for the Super the build already runs.
Where it shines
Add-dense endgame (GMs, Onslaught, legend content): the kill-refund loop only sustains where targets die quickly, so packs of adds are where shift → kill → shift runs indefinitely.
High-mobility DPS and skips: the cloaked, invulnerable 10 m teleport crosses lanes and dodges mechanics while carrying up to +33% weapon damage into the next engagement.
Boss/miniboss burst: stack Light Shift to x3 before the damage phase and layer Arc Surge + artifact windows for a stacked-buff weapon burst.
Champion coverage: Overloads are covered intrinsically by jolt (Lethal Current + Arc weapons); Defibrillating Blast converts any champion stun into max Bolt Charge. Riskrunner and Centrifuse carry no intrinsic breaker, so bring an Unstoppable and Barrier source (artifact anti-champ or champion weapon mods) for the other two.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1e
When 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 Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Legs (3/10)
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1efill
Your 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 Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces 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.