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-Arc verbs, St0mp-EE5 to weaponise the speed into airborne lethality and skating, Marksman's Dodge to keep the 16-round mag topped between kills. You never stop moving, the radar never blinks, and every Rapid-Fire scout headshot stuns an Overload from across the room.
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 scout with sky-high handling (80), reload (80) and aim assist (100). The intrinsic is the build: a passive move-speed buff while held, plus radar that never goes dark when you ADS — so you can hold long sightlines and still see flanks. The catalyst adds enhanced radar resolution (you see blips inside a single blip — exact enemy count/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-killing add-clear and champion-tagging primary, not a DPS gun. Rapid-Fire 200-RPM frame → intrinsic Overload stun under Anti-Champion 2.0.
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, 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 16-round mag fed without breaking the run.
Melee
Combination Blow (or charged Tempest melee)
Each Knockout-adjacent kill chains; dodge → melee resets via Lethal Current.
Grenade
Flux / Arcbolt Grenade
Jolt fuel for Flow State amplified uptime.
Aspect 1
Tempest Strike
Slide-melee ground uppercut that jolts — fires from the sprint/slide you're already doing.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified → faster, better-handling, dodge regen.
Fragments
Spark of Momentumslide over ammo → reload + Bolt Charge — you're constantly sliding
Spark of Ionsjolted kills → Ionic Trace
Spark of DischargeArc kills → Ionic Trace
Spark of Resistance (DR when 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
Exotic armour — St0mp-EE5 (Legs):"Hydraulic Boosters: Increases slide distance and improves High Jump, Strafe Jump, and Triple Jump. Take less damage from targets when airborne."
Other two weapon slots:
Energy: an Arc weapon (SMG/Sidearm/Pulse) to drive Spark of Discharge/Ions Ionic Traces and Flow State jolts — the close-range partner MIDA isn't. (A literal MIDA Mini-Tool no longer carries a paired bonus in current sandbox — see Verify notes — so pick the best-rolled Arc primary you own.)
Heavy: a Machine Gun or Rocket for the boss/blocker damage MIDA can't provide. Match its element to an Arc surge if you stay all-Arc on energy.
Why this 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/farther jumps, and airborne damage resistance. MIDA + Stompees is the original "Hunter skating" pairing for a reason — the gun and the legs multiply the same stat.
Radar never lies, so you can play long. A scout wants distance; ADS-ing a scout normally kills your radar. MIDA keeps it live, and the catalyst's enhanced resolution shows individual enemy positions inside a blip. You hold a sightline, headshot-chaining, and still know exactly when to dodge a flank.
Rapid-Fire frame = intrinsic Overload (Anti-Champion 2.0). Champion stun now rides the weapon archetype: Lightweight/Rapid-Fire → Overload. MIDA is a 200-RPM Rapid-Fire scout, so sustained fire stuns Overloads for free — no artifact mod, no exotic gimmick. That's your one guaranteed champion type from the primary; cover Barrier/Unstoppable on the other slots or via artifact.
Arc verbs pay you for the motion you're already doing. Tempest Strike fires out of a slide (which you do constantly); it jolts. Flow State turns any jolted kill into Amplified — more speed, more handling, faster dodge. Spark of Momentum reloads + 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. 16 rounds cycles fast on a 200-RPM scout; instead of standing still to reload, you dodge (full reload) mid-traversal, which also feeds Lethal Current/Combination Blow resets. Reloading is a movement option here, not a pause.
Amplified + Spark of Haste + airborne DR is the survivability. Flow State keeps Amplified up (≈DR + faster everything); 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 100+ → Class → Health. Weapons for primary damage vs minors/majors; Class high to keep Marksman's Dodge online as the reload engine; Health rides up off Spark of Haste while sprinting so it can be a softer priority.
Mods: Scout Rifle Loader + Scout Rifle Scavenger (keep MIDA fed), Kinetic Weapon Surge ×2–3 on legs (MIDA is Kinetic — direct damage), Dynamo (Super on dodge — you dodge constantly) and Powerful Attraction (vacuum Ionic Traces/orbs on dodge). One of each elemental resistance on chest; Orbs of Restoration to convert the orb flood (Spark of Amplitude if slotted) into ability energy.
Where it shines
Patrol / seasonal / mid-tier add-clear: the fantasy lives here — sprinting through a zone, headshotting reds at range, radar-aware, never reloading on the spot. Effortless, high-uptime, low-stress.
GM / Master (champions): MIDA's Rapid-Fire frame stuns Overload intrinsically — a reliable, ammo-cheap primary answer to the one champion type that's usually annoying to cover. Pair a Barrier/Unstoppable source on your other weapons or the artifact.
PvP / Crucible: the move-speed + persistent ADS radar is a genuine duelling edge — you reposition faster than your opponent and see them coming. Long a Crucible staple; the build's mobility identity carries straight over.
Champion coverage summary: Overload = covered (intrinsic, Rapid-Fire archetype). Barrier/Unstoppable = NOT from MIDA — assign to the Heavy/Energy slot or artifact mods.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
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)
Arc Scavenger1e
Arc weapons get bonus reserves when picking up ammo used by that weapon.
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.
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.
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).