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Arc

Skyfall — St0mp-EE5 (Hunter PvP duelist)

PvP movement duelist
St0mp-EE5 on light.gg

Centerpiece: St0mp-EE5 (Legs) · Subclass: Arcstrider (Arc) · Role: PvP movement duelist Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassArcstrider (Arc)Chosen for dueling tools — a fast dodge, a panic melee, a get-off-me grenade — not a damage engine.
SuperGathering Storm or Arc StaffMap-control zoning or a roaming get-off-me; the least important slot, since the build wins with the primary.
Class abilityMarksman's DodgeReloads your gun and dodges in place without breaking your aim — the duelist's reset.
MovementTriple JumpThe jump St0mp-EE5 buffs into three air-controlled vectors, the most peeking mischief for breaking tracking.
MeleeCombination Blow / Disorienting BlowA panic button at close range, not a kill engine.
GrenadeFlashbang or ArcboltFlashbang blinds a pushing duo as a get-off-me; Arcbolt for chip plus jolt.
Aspect 1Flow StateDefeating a jolted target makes you amplified, and while amplified your dodge recharges faster, you are harder to catch, and reload is greatly increased.
Aspect 2Lethal CurrentAfter dodging, your next melee jolts and creates an aftershock — real teeth on the panic melee that also feeds Flow State.
Fragments5 (below)Survivability, reload upkeep, and a jolt loop that earns amplified.
Exotic armourSt0mp-EE5 (Legs)The centrepiece: exaggerated jump/slide plus airborne DR make you the hardest-to-hit body in the lane.
WeaponsHand cannon (core) + shotgun/sniper/fusion specialA 120/140 HC rewards the clean peek the mobility sets up; the special is picked by dueling personality.
Fragments

Why it works (the mechanics)

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:

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.

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 (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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).