The oldest trick in the Hunter book, still legal. St0mp-EE5 turns your jump and slide into a movement language no tracker can read — strafe-jump across a lane, slide a corner faster than the peek expects, and take less damage while your feet are off the ground. There is no ability combo here and no damage engine; the exotic is pure neutral-game gunplay. The subclass supplies the dueling buttons, the gun does the killing, and the legs just make you slippery and hard to hit.
The exotic
Hydraulic Boosters: Increases slide distance and improves High Jump, Strafe Jump, and Triple Jump. Take less damage from targets when airborne.
Read it plainly, because the plain reading is the build. Two effects, both neutral-game and neither tied to a subclass. First, mobility — longer slides and a much higher, farther jump. This is the famous part: St0mp-EE5 Hunters cover ground faster than anyone expects, warping how you peek, rotate, and disengage, and a slide that ends half a metre past where the defender pre-aimed is a free first shot. Second, airborne damage resistance — the manifest states "take less damage from targets when airborne" with no percentage (see Verify notes). Crucially it is incoming-damage reduction, not an Airborne Effectiveness fix, so your own gun still eats the in-air accuracy penalty — you peek-and-land to shoot, not float-and-spray. There is no grenade refund, melee charge, or Super feed anywhere in this exotic.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Chosen for dueling tools — a fast dodge, a panic melee, a get-off-me grenade — not a damage engine.
Super
Gathering Storm or Arc Staff
Map-control zoning or a roaming get-off-me; the least important slot, since the build wins with the primary.
Class ability
Marksman's Dodge
Reloads your gun and dodges in place without breaking your aim — the duelist's reset.
Movement
Triple Jump
The jump St0mp-EE5 buffs into three air-controlled vectors, the most peeking mischief for breaking tracking.
Melee
Combination Blow / Disorienting Blow
A panic button at close range, not a kill engine.
Grenade
Flashbang or Arcbolt
Flashbang blinds a pushing duo as a get-off-me; Arcbolt for chip plus jolt.
Aspect 1
Flow State
Defeating a jolted target makes you amplified, and while amplified your dodge recharges faster, you are harder to catch, and reload is greatly increased.
Aspect 2
Lethal Current
After dodging, your next melee jolts and creates an aftershock — real teeth on the panic melee that also feeds Flow State.
Fragments
5 (below)
Survivability, reload upkeep, and a jolt loop that earns amplified.
Exotic armour
St0mp-EE5 (Legs)
The centrepiece: exaggerated jump/slide plus airborne DR make you the hardest-to-hit body in the lane.
Weapons
Hand cannon (core) + shotgun/sniper/fusion special
A 120/140 HC rewards the clean peek the mobility sets up; the special is picked by dueling personality.
Fragments
Spark of Resistancesurrounded → damage resistance
Spark of Frequencymelee hits → reload + stability
Spark of Feedbacktaking melee damage → +outgoing melee, +10 Health
Spark of Ionsjolted/Bolt-Charge kills → Ionic Trace
Spark of Shock (Arc grenades jolt). Swap Spark of Shock → Spark of Haste (greatly increased Health stat while sprinting) for pure movement survivability over the jolt loop
Why it works (the mechanics)
Movement is the defence. Strafe-jump and slide break aim-assist lock and reticle tracking — a target the enemy cannot keep centred is a target they cannot trade with. St0mp-EE5 exaggerates every vector, so the same peek that is a coin flip on default boots becomes a favourable one here.
Airborne DR rewards the peek. The signature move — slide-cancel into a jump-peek — is exactly when the legs give you damage resistance. You are hardest to hit and taking reduced damage at the instant you expose yourself. Land, fire, dip back; do not linger airborne, because your in-air accuracy still drops.
Marksman's Dodge is the reset, not a combo. It reloads and breaks tracking without moving your crosshair off the duel — the cleanest panic button in the game. With Flow State amplified it comes back faster, so you reset more duels per life. This is the only engine here, and it is a defensive one.
Flow State is the one real synergy. Jolt a target (Arc grenade via Spark of Shock, a Lethal Current melee, or an Arc gun) → defeat it → amplified. Amplified layers movement speed and reload on top of St0mp-EE5's mobility into genuinely hard-to-catch footwork. It is earned off kills, not guaranteed uptime, so treat it as gravy on a won fight rather than a buff to babysit.
Melee and grenade are get-off-me tools, full stop. Lethal Current gives your post-dodge melee a jolt and aftershock so an aper who pushes eats a stun, and Flashbang blinds a pushing pair. Neither is a kill rotation — they buy the half-second to win the gunfight you were already in.
Survivability is layered but thin by design. Airborne DR, Spark of Resistance's 25%/10% (PvE/PvP) damage resistance when surrounded, Flow State's resilience while dodging, and Spark of Feedback's melee punish stack — but none is a heal. PvP survivability is not getting shot, and that is what the mobility is for: win the 1v1, then reposition before the 1v2 forms.
Stats & mods
Weapons 200 → Class → Health. PvP stat relevance differs from PvE — the abilities are utility, not a damage loop, so the archetype lean is any Gunner/Specialist roll that pushes Weapons (universal handling/ready/reload, the single most valuable stat for a build that wins with the primary) and Class (shortens Marksman's Dodge, your reset), with Health as a moderate forgiveness layer and Super/Grenade/Melee dumped.
Mods:
Boots: Recuperation / Better Already — top off Health after a won duel.
Arms: Loader + Dexterity — faster reload and weapon ready on the hand cannon.
Chest: Unflinching (hand cannon) — hold aim through incoming fire on the peek.
Class item: Bomber / Utility Kickstart — nudge the dodge cooldown further.
Surge: match your hand cannon element (Arc Surge if running an Arc HC to feed the jolt loop).
Anti-Champion: none — this is a Crucible build; champion tooling is out of scope.
Artifact — Encrypted Data Disk
The Arc-leaning disk that amplifies this build's only real engine — the Flow State jolt→amplified loop — and slips a little Devour net under the thin PvP survivability. Champions are out of scope in Crucible, but the pool's jolt, Bolt Charge, and Orb mods all feed the Arc verbs you already produce.
Power from Pain grants Devour on rapid final blows against weakened targets — the heal layer this build openly lacks.
Fierce Proxemics refunds grenade and melee energy on finisher final blows, returning your get-off-me tools.
Dielectric grants Bolt Charge on defeating Arc-debuffed targets and, on rapid kills, spawns an Orb and heals — it pays off every jolt you land.
Blinding Jolts blinds nearby combatants on kills against jolted targets, turning Lethal Current's jolt into crowd control.
Precision Equity builds toward a large Orb plus bonus weapon damage on precision final blows, rewarding the hand-cannon gunplay this build wins with.
Elemental Orbs: Arc spawns throwable Arc orbs from Arc weapon kills, feeding the jolt economy when you run an Arc primary.
Tazer Tag makes Arc-powered melee hits jolt, giving the Lethal Current panic melee teeth and a Flow State trigger.
Where it shines
Crucible duels (3v3 and 6v6): the core use — a slippery peeker who wins the primary gunfight and resets with Marksman's Dodge.
Aggressive slide-shotgun apes: St0mp-EE5's slide distance is made for cornering into a one-tap, or a sniper/fusion hold-and-fade if you prefer to play the angle.
Trials / high-pressure ranked: the airborne DR and dodge reset let you contest and disengage a duel you would lose flat-footed.
Champion coverage: none intrinsic — this is a Crucible build with no anti-champion tools. If you drag it into PvE, stun rides on weapon archetypes now, so bring frames that cover Barrier/Overload/Unstoppable.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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).