How to make a enemy dodge/sidestep?

Hi all.
I’m making a AI solution that I may put up on the asset store soon, but I need one more part to finish it. For enemy dodging, I have all the needed information (the enemy figures out if it needs to dodge or not based on the information it get’s from it’s avoidance area), but now I need to know how to actually make it dodge? It uses navmesh, but I want the enemy to move like he’s side-stepping, not turning and walking to a position.
Here’s my code for the dodge state he would be in.

using UnityEngine;
using System.Collections;

public class ArcherDodge : EnemyState{
	
	private NavMeshAgent agent;
	private Archer archerRef;
	private PhotomManager manager;
	public GameObject[] Player;
	public float MoveSpeed;
	
	public override void Initialize (){
		agent = me.GetComponent<NavMeshAgent> ();
		manager = GameObject.Find ("MPHandler").GetComponent<PhotomManager>();
		archerRef = me.GetComponent<Archer> ();
		Player = manager.AllPlayers;
	}
	
	public override bool MeetsConditions (){
		
		return (archerRef.Avoidance.canSee == true);
	}
	
	public override void EnterState (){
		agent.speed = archerRef.DodgeSpeed;
	}
	
	public override void RunLogic (){
		agent.SetDestination (new Vector3(0, 0, 0));
	}
	
	public override void ExitState (){
		agent.speed = archerRef.WalkSpeed;
	}
}

For now it goes to 0, as I wanted something their to test if it was working. Now how would I go about him side-stepping instead to his left or right?

get the archer’s current position and add/subtract some distance to x or z.
agent.SetDestination (new Vector3(transform.position.x + 10F, transform.position.y, transform.position.z));