MIDA's whole identity is one line of perk text: this weapon boosts movement speed. It's the only gun in the game that makes you faster just by being equipped, so we don't fight that — we stack it. Arcstrider for sprint-into-slide Arc verbs, St0mp-EE5 to weaponise the speed into airborne lethality and skating, Marksman's Dodge to keep the mag topped between kills. You never stop moving, the radar never blinks, and every headshot lands from a sightline your opponent hasn't reached yet.
The weapon
Intrinsic — MIDA Multi-Tool: "This weapon boosts movement speed. Radar stays active while aiming down sights."
Catalyst — Vital Intel: "Gain enhanced radar resolution and increased reload speed when combatants are in close proximity."
A 200-RPM Kinetic Rapid-Fire scout with sky-high handling, reload and aim assist. The intrinsic is the build: a passive move-speed buff for as long as it's held, plus radar that never goes dark when you aim down sights — so you can hold long sightlines and still watch your flanks. The catalyst layers on enhanced radar resolution (you see individual blips inside a single blip — exact enemy count and position) and a reload boost when things get close, which on a fast-cycling scout means it never feels like you're out of ammo. It is a precision add-clear and tagging primary that rewards constant repositioning, not a DPS gun — the payoff is uptime, map control and the fastest legs in the room, not raw damage.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Sprint-and-slide kit that matches a move-speed gun; Arc verbs feed off the constant motion.
Super
Gathering Storm (or Storm's Edge)
Stick the staff and jolt a whole room; Storm's Edge if you want a mobile teleport Super to match the theme.
Class ability
Marksman's Dodge
Full reload on demand — keeps MIDA's mag fed without breaking the run.
Movement
Triple Jump
Stompees boosts Triple Jump height and distance — the airframe half of the skating tech.
Melee
Combination Blow
Each kill chains health, melee and damage; dodge resets it mid-traversal via Lethal Current.
Grenade
Arcbolt Grenade
Chains between targets and jolts — grenade fuel for Flow State's amplified uptime.
Aspect 1
Tempest Strike
Slide-melee ground uppercut that jolts — fires from the slide you're already doing, and jolted kills grant Bolt Charge.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified — faster, more resilient dodging, greatly increased reload speed.
Fragments
Momentum · Ions · Discharge · Resistance
Slide-and-Arc economy: reload, Ionic Traces and layered survivability off the motion you never stop doing.
Exotic armour
St0mp-EE5 (Legs)
Converts MIDA's move-speed into slide distance, higher jumps and airborne damage resistance — the original Hunter-skating pairing.
Weapons
Arc Energy primary/SMG + Heavy MG/Rocket
Arc energy drives Discharge/Ions Traces and Flow State jolts; Heavy supplies the boss/blocker damage MIDA can't.
Fragments
Spark of Momentumslide over ammo → reload + Bolt Charge — you slide constantly
Spark of Ionsjolted kills → Ionic Trace
Spark of DischargeArc kills → Ionic Trace
Spark of Resistance (damage resistance while surrounded, +10 Melee). Swap in Spark of Haste (greatly increased Health stat while sprinting) for survivability — this build sprints permanently
so it's almost always live
Why it works (the mechanics)
The move-speed buff is unique and permanent. No other primary boosts run speed just by being held. St0mp-EE5 then converts that speed into distance: longer slides (more Spark of Momentum procs), higher and farther jumps, and airborne damage resistance. MIDA + Stompees is the original Hunter-skating pairing because the gun and the legs multiply the same stat.
Radar never lies, so you can play long. A scout wants distance, and aiming down sights on a scout normally kills your radar. MIDA keeps it live, and the catalyst's enhanced resolution shows individual enemy positions inside a single blip. You hold a sightline, chain headshots, and still know exactly when to dodge a flank.
Arc verbs pay you for the motion you're already doing. Tempest Strike fires out of a slide (which you do constantly) and jolts; defeating jolted targets grants Bolt Charge. Flow State turns any jolted kill into Amplified — more speed, faster dodge, greatly increased reload. Spark of Momentum reloads and grants Bolt Charge every time you slide over a brick. The subclass loop and the gun's identity are the same input: keep moving.
Marksman's Dodge is the reload that doesn't stop the run. The mag cycles fast on a 200-RPM scout; instead of standing still to reload, you dodge for a full reload mid-traversal, which also resets Combination Blow via Lethal Current. Reloading becomes a movement option, not a pause.
Amplified + Spark of Haste + airborne DR is the survivability. Flow State keeps Amplified up (faster everything, more resilient dodging); Spark of Haste hands you a big Health-stat bump while sprinting (always, for this build); Stompees adds airborne damage reduction on every jump. Three layers, all gated on "are you moving fast" — which you always are.
Stats & mods
Weapons 200 → Class → Health. A Weapons-primary spread: Weapons carries the precision add-clear against minors and majors, Class stays high to keep Marksman's Dodge online as the reload-and-reset engine, and Health rides up off Spark of Haste while sprinting so it can be the softer third priority.
Mods:
Boots: Scout Rifle Scavenger + Kinetic Weapon Surge ×2–3 (MIDA is Kinetic — direct primary damage).
Arms: Scout Rifle Loader (stack MIDA's reload on top of Marksman's Dodge and the catalyst).
Chest: one of each elemental resistance (or double up on the incoming-damage type for GMs).
Class item: Powerful Attraction (vacuum Ionic Traces and orbs on dodge) + Bomber (grenade energy on dodge).
Surge: Kinetic Weapon Surge to match MIDA's damage type.
Anti-Champion: none intrinsic (MIDA breaks no champion) — lean on the artifact's Riposte for Unstoppable and cover Overload/Barrier on your other weapons.
Where it shines
Patrol / seasonal / mid-tier add-clear: the fantasy lives here — sprinting a zone, headshotting reds at range, radar-aware, never reloading on the spot. Effortless, high-uptime, low-stress.
PvP / Crucible: the move-speed plus persistent ADS radar is a genuine duelling edge — you reposition faster than your opponent and see them coming. A long-standing Crucible staple whose mobility identity carries straight over.
GM / Master: viable as the add-clear primary while the Arc loop and Heavy handle threat, provided you bring dedicated champion coverage (below).
Champion coverage: MIDA breaks no champion intrinsically (manifest champion = none). The artifact's Riposte stuns Unstoppable (after guarding with a Sword); assign Overload and Barrier to your Energy/Heavy weapons or their champion sources — do not rely on the scout for champions.
Artifact — Encrypted Data Disk
This Arc/Kinetic artifact serves both halves of the build at once: a Kinetic ammo engine for MIDA itself, plus the Jolt / Bolt Charge / Orb economy the Arcstrider loop runs on — and it supplies the build's only reliable champion answer (Unstoppable) via Riposte.
Picks (2/3/2):
Tier 1: Kinetic Synthesis · Riposte
Tier 2: Dielectric · Blinding Jolts · Counter Energy
Tier 3: Elemental Orbs: Arc · Tazer Tag
Kinetic Synthesis mints a unique ammo brick from sustained Kinetic fire and rapid final blows, granting kinetic-weapon ammo plus special and heavy ammo progress — MIDA is Kinetic, so it keeps you and your Heavy topped up.
Riposte stuns unshielded combatants after you guard with a Sword and is strong against Unstoppable Champions — the one champion type this kit can cover, so run a Sword if you want it live.
Dielectric turns defeating Arc-debuffed targets into Bolt Charge, and rapid Arc kills spawn an Orb of Power and heal you — the core Arc payoff for the jolted targets Tempest Strike and Flow State are already making.
Blinding Jolts makes final blows on jolted combatants blind nearby enemies, adding crowd control on top of the jolt loop you run constantly.
Counter Energy refunds your least-charged ability whenever you or a fireteam member stuns a champion — so every Riposte Unstoppable stun feeds your dodge or grenade back.
Elemental Orbs: Arc spawns throwable/shootable Arc orbs from Arc-weapon final blows that jolt on detonation, feeding the Ionic Trace and orb flood from your Arc energy weapon.
Tazer Tag makes Arc-powered melee hits jolt and deal bonus damage — so Combination Blow and Tempest Strike hits trigger Flow State's amplified payoff.
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)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
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). Flex/loadout-dependent: cover Overload/Barrier on your other weapons.