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Skyfall — St0mp-EE5 (Hunter PvP duelist)

PvP movement duelist

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

SlotPickWhy
SuperGathering Storm or Arc StaffMap-control zoning (Gathering Storm) or a roaming get-off-me. Super is the least important slot here — this build wins with the primary.
Class abilityMarksman's DodgeReloads your gun and dodges in place without breaking your aim — the duelist's reset. Gambler's Dodge if you want melee back instead.
MovementTriple JumpThe 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.)
MeleeCombination Blow / Disorienting BlowA panic button at close range; not a kill engine.
GrenadeFlashbang or ArcboltFlashbang blinds a pushing duo (a get-off-me, not a combo); Arcbolt for chip + jolt.
Aspect 1Flow StateDefeating 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 2Lethal CurrentAfter 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)

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:

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)

Weapons

The build lives or dies on the primary, because the exotic gives you nothing offensive. Pick a duelist's kit:

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:

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)

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 (8/10)Weapon Loader (faster reload) 3e
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.
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 (4/10)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.
Powerful Attraction 2e fillAutomatically 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: