Anchor: St0mp-EE5 (Legs) · Subclass: Arcstrider (Arc) · Role: PvP movement duelist Sandbox: 9.7.0 · Created 2026-06-16
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's no ability combo here and no damage engine; the exotic is pure neutral-game gunplay. So the subclass is chosen entirely for dueling tools — a fast dodge to reset a fight, a panic melee, a get-off-me grenade — and the gun does the killing. This is a Crucible build first and an honest one: St0mp-EE5 makes you harder to hit and shoot, not your abilities stronger.
Loadout
Slot
Pick
Why
Super
Gathering Storm or Arc Staff
Map-control zoning (Gathering Storm) or a roaming get-off-me. Super is the least important slot here — this 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. Gambler's Dodge if you want melee back instead.
Movement
Triple Jump
The St0mp-EE5 jump it buffs the most — three air-controlled vectors to break tracking. (High/Strafe Jump also benefit; Triple gives the most peeking mischief.)
Melee
Combination Blow / Disorienting Blow
A panic button at close range; not a kill engine.
Grenade
Flashbangor Arcbolt
Flashbang blinds a pushing duo (a get-off-me, not a combo); Arcbolt for chip + jolt.
Aspect 1
Flow State
Defeating a jolted target makes you amplified; while amplified your dodge recharges faster, you are more resilient while dodging, and reload speed is greatly increased — every word of that is a PvP duelist's wish list.
Aspect 2
Lethal Current
After dodging, your next melee jolts + aftershocks (and blinds jolted targets) — a real teeth on your panic melee, and the jolt feeds Flow State's amplified loop.
Fragments (5)
Spark of Resistancesurrounded → damage resistance — survive the 1vX peek
Spark of Frequencymelee hits → reload + stability; better while amplified — keep the gun ready after a brawl
Spark of Feedbacktaking melee damage → +outgoing melee, +10 Health — punish the shoulder-charge rush
Spark of Ionsjolted/Bolt-Charge kills → Ionic Trace, feeds amplified uptime
Spark of Shock (Arc grenades jolt — makes your get-off-me grenade an amplified trigger via Flow State). Swap Spark of Shock → Spark of Haste (greatly increased Health stat while sprinting) if you want pure movement survivability over the jolt loop
Exotic — St0mp-EE5 (Legs)
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, neither tied to a subclass:
Mobility — longer slides and a much higher/farther jump. This is the famous part: St0mp-EE5 Hunters cover ground faster than anyone expects, which warps how you peek, rotate, and disengage. A slide that ends a half-metre past where the defender pre-aimed is a free first shot.
Airborne damage resistance — "take less damage from targets when airborne." The manifest does not state the percentage (see Verify notes). Crucially it's incoming-damage reduction, not an Airborne Effectiveness fix — your own gun still suffers the usual in-air accuracy penalty, so you peek-and-land to shoot, not float-and-spray.
There is no ability synergy in this exotic. It does not refund a grenade, charge a melee, or feed your Super. That's the honest frame for the whole doc: the legs make you slippery and tanky in the air; the subclass supplies the dueling buttons; the gun supplies the damage.
Why this works (the mechanics)
Movement is the defence. Strafe-jump and slide break aim-assist lock and reticle tracking — a target the enemy can't keep centred is a target they can't trade with. St0mp-EE5 exaggerates every vector, so the same peek that's a coin flip on default boots becomes a favourable one here.
Airborne DR rewards the peek. The build's signature move — slide-cancel into a jump-peek — is exactly when the legs are giving you damage resistance. You're hardest to hit and taking reduced damage at the precise instant you expose yourself. Land, fire, dip back. Don't linger airborne (your accuracy drops); use the air for the entry and the reposition.
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 can reset more duels per life. This is the only "engine" here, and it's a defensive one.
Flow State is the one piece of real synergy you get. Jolt a target (grenade, Lethal Current melee, Arc gun) → kill it → amplified: faster dodge, more resilient while dodging, and greatly increased reload. Amplified is movement speed too — it stacks with St0mp-EE5's mobility into genuinely hard-to-catch footwork. It's a buff you earn off kills, not a guaranteed uptime, so treat it as gravy on a won fight, not a thing to babysit.
The melee and grenade are get-off-me tools, full stop. Lethal Current gives your post-dodge melee jolt + blind so a shotgun-aper who pushes you eats a stun; Flashbang blinds a pushing pair. Neither is a kill rotation — they buy you the half-second to win the gunfight you were already in.
Survivability is layered but thin by design. Airborne DR (legs) + Spark of Resistance (when surrounded) + the resilience-while-dodging from Flow State + Spark of Feedback's punish — none of these is a heal. PvP survivability is not getting shot, and that's what the mobility is for. Accept that you are a duelist, not a tank: win the 1v1, then reposition before the 1v2 forms.
Weapons
The build lives or dies on the primary, because the exotic gives you nothing offensive. Pick a duelist's kit:
Hand cannon (the core): a 120 or 140 RPM hand cannon is the canonical St0mp-EE5 partner — slow, precise, rewards the clean peek the mobility sets up. Roll for range + stability (Eye of the Storm, Keep Away, Moving Target all pair with the strafe-heavy playstyle). An Arc hand cannon lets your gun itself jolt for Flow State; a Kinetic one hits the resilience breakpoints harder — both are valid, pick by what you shoot best.
Special, by personality: a shotgun for the slide-into-the-corner aper (St0mp-EE5's slide distance is made for this), or a sniper/fusion if you'd rather hold an angle and let the mobility be your escape. Either feeds the hand-cannon-plus-special "primary special" duel.
Exotic primary alternative: if you'd rather the exotic be the gun and run raw stats on the legs, anything with built-in aim-assist forgiveness (e.g. a precision exotic) suits the jumpy playstyle — but St0mp-EE5 on the legs is the whole point of this doc, so keep the exotic here.
Champions (Anti-Champion 2.0 — PvE aside): irrelevant in Crucible. If you drag this kit into PvE, stun is intrinsic to weapon archetypes now, so just bring frames that cover Barrier/Overload/Unstoppable; this build has no champion tools of its own. It is not a PvE build and doesn't pretend to be.
Stats & archetypes
PvP stat relevance is different from PvE and worth being blunt about: the old Mobility/Resilience/Recovery math is gone (Armor 3.0 six-stat model), and in Crucible the stats that actually move the needle are:
Weapons (push high, ~150+): universal weapon-handling/ready/reload bonuses layered on top of the gun's own stats. For a build that wins with the primary, this is the single most valuable stat. Weapons were not re-statted in 9.7.0; the armour Weapons stat stacks on top.
Class (~100+): shortens Marksman's Dodge cooldown — your reset button. More Class = more duels reset per life, and (with Flow State amplified) it compounds.
Health (moderate, ~70–100): PvP TTK is fast; Health buys forgiveness on trades. It's a secondary survivability layer behind positioning, so it doesn't need to be maxed — but unlike the Turncoat PvE build, don't dump it, because here you have no overshield/Devour/Woven-Mail net under you.
Super / Grenade / Melee (dump-tier): the abilities are utility, not a damage loop, so these are the stats to trade away. A little Grenade for a faster Flashbang is the only one worth nudging.
Archetype to chase: any roll favouring Weapons + Class (e.g. Gunner / Specialist-type archetypes) — that's the PvP duelist's pairing. Mods: Targeting + Loader + Unflinching for your hand cannon class, Dexterity for fast ready, and Recuperation / Better Already to top off after a won duel. There is no ability-mod stack to build here, and that's correct — spend the mod budget on making the gun feel perfect.
Set bonus (optional)
House rule, and it really applies here: set bonuses are garnish, the build is complete without one. There's no Void/Arc verb engine for a set to amplify, so the honest pick is whatever 2pc gives flat weapon handling, reload, or flinch resistance to make the duel cleaner. A movement-/mobility-flavoured 2pc is thematically cute. Slot a set bonus only if the pieces already roll the Weapons + Class stats above — never chase a set at the cost of those stats. If you can't find one you like, run none; St0mp-EE5 has carried Hunters for a decade with no set bonus at all.
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 (8/10)
Weapon Loader (faster reload)3e
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.
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 (4/10)
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.
Powerful Attraction2efill
Automatically collects nearby Orbs of Power when you activate 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: **Dexterity** for fast ready; that's correct — spend the mod budget on making the gun feel perfect.
The loop
There is no rotation — that's the point. The "loop" is a gunfight habit:
Rotate with the slide. Use St0mp-EE5's distance to take angles fast and arrive where the enemy isn't pre-aimed.
Peek with the jump. Strafe-/triple-jump the peek so your entry is airborne (DR active, tracking broken) → land → fire → dip. Don't float to shoot.
Reset with the dodge. Mid-duel, Marksman's Dodge to reload + break their aim without losing yours. Win the trade from the reset.
Punish the push. If they ape in, Lethal Current dodge → jolt/blind melee, or Flashbang the doorway. These buy the gunfight, they don't replace it.
Cash the kill into amplified (Flow State, via a jolted kill) when you can — then your dodge and footwork get even faster — but never play for the buff. Play for the gun; let amplified be the reward for already winning.