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Arc

MIDA Multi-Tool — Roadrunner (Arc Hunter)

Hyper-mobile add-clear + radar-aware skating primary
MIDA Multi-Tool on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 200 RPM · No intrinsic champion

Centerpiece: MIDA Multi-Tool (Scout Rifle · Primary · Kinetic) · Subclass: Arcstrider (Arc) · Role: Hyper-mobile add-clear + radar-aware skating primary Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassArcstrider (Arc)Sprint-and-slide kit that matches a move-speed gun; Arc verbs feed off the constant motion.
SuperGathering 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 abilityMarksman's DodgeFull reload on demand — keeps MIDA's mag fed without breaking the run.
MovementTriple JumpStompees boosts Triple Jump height and distance — the airframe half of the skating tech.
MeleeCombination BlowEach kill chains health, melee and damage; dodge resets it mid-traversal via Lethal Current.
GrenadeArcbolt GrenadeChains between targets and jolts — grenade fuel for Flow State's amplified uptime.
Aspect 1Tempest StrikeSlide-melee ground uppercut that jolts — fires from the slide you're already doing, and jolted kills grant Bolt Charge.
Aspect 2Flow StateDefeating a jolted target makes you Amplified — faster, more resilient dodging, greatly increased reload speed.
FragmentsMomentum · Ions · Discharge · ResistanceSlide-and-Arc economy: reload, Ionic Traces and layered survivability off the motion you never stop doing.
Exotic armourSt0mp-EE5 (Legs)Converts MIDA's move-speed into slide distance, higher jumps and airborne damage resistance — the original Hunter-skating pairing.
WeaponsArc Energy primary/SMG + Heavy MG/RocketArc energy drives Discharge/Ions Traces and Flow State jolts; Heavy supplies the boss/blocker damage MIDA can't.
Fragments

Why it works (the mechanics)

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:

Where it shines

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):

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)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour 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 Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
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). Flex/loadout-dependent: cover Overload/Barrier on your other weapons.