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Arc

MIDA Multi-Tool — Roadrunner (Hunter)

Hyper-mobile add-clear + Overload skating
✓ Manifest Kinetic · Primary · 200 RPM · No intrinsic champion

Weapon: MIDA Multi-Tool (Scout Rifle · Primary · Kinetic) · Subclass: Arcstrider (Arc) · Role: Hyper-mobile add-clear + Overload skating Sandbox: 9.7.0 · Created 2026-06-16

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

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, 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 16-round mag fed without breaking the run.
MeleeCombination Blow (or charged Tempest melee)Each Knockout-adjacent kill chains; dodge → melee resets via Lethal Current.
GrenadeFlux / Arcbolt GrenadeJolt fuel for Flow State amplified uptime.
Aspect 1Tempest StrikeSlide-melee ground uppercut that jolts — fires from the sprint/slide you're already doing.
Aspect 2Flow StateDefeating a jolted target makes you Amplified → faster, better-handling, dodge regen.
Fragments

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:

Why this works (the mechanics)

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

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Dynamo 3eReduces Super cooldown when using your class ability near targets.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
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)Arc Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
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.
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.

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).