Centerpiece: Knucklehead Radar (Helmet) · Subclass: Nightstalker (Void) · Role: Primary-weapon duelist — radar-while-ADS map control plus clean-up damage on marked targets Sandbox: 9.7.0 · Updated 2026-07-03
Most exotics give you an ability. This one gives you information. Radar stays live while you are aiming down sights, so you hold a long sightline, scoped in, and still see the flanker arriving. Crouch behind cover and the radar sharpens further. It is a neutral-game utility helmet, not an engine — a strong primary, a Void kit that lets you reposition and vanish, and a helmet that makes sure you always shoot first.
The exotic
Knucklehead Radar (Helmet) — Upgraded Sensor Pack: Provides radar while you're aiming. Enhances your radar resolution while crouched. Visually marks targets. Deals more damage to low-health marked targets. Provides a small benefit to the airborne effectiveness stat of all weapons.
Four effects, one fantasy: you always have more information than the person you are shooting at. Radar-while-ADS is the headline — every other Guardian loses their radar the instant they scope, so holding a sightline blinds them and not you. Crouched resolution sharpens the blips into near-directional reads, letting you pre-aim the corner before they round it. The visual mark plus bonus damage to low-health marked targets is a clean-up edge: the chip damage you have already done gets finished faster, shaving the last few HP so a wounded enemy cannot escape the trade. The marking is a neutral benefit with no ability and no cooldown, which is exactly why this is a gunfighter's helmet and not an ability build. The airborne bonus is a small free top-up on peek-and-fire.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Void supplies the two things a pure-gun build lacks — a reset (invis) and see-through-walls information (Truesight).
Super
Shadowshot: Deadfall
On-theme suppress/weaken that groups a push and covers Overload behaviour; swap Moebius Quiver if you want a roaming PvP answer.
Class ability
Gambler's Dodge (PvE) / Marksman's Dodge (PvP)
Gambler's near enemies refunds melee for the invis loop; Marksman's reloads on dodge to keep a primary topped between duels.
Movement
Triple Jump
Air control to peek and re-peek sightlines; Knucklehead's airborne bonus is a free top-up here, not a reason to fight airborne.
Melee
Snare Bomb
A weaken-and-invis tool — Stylish wants a debuffed kill and the smoke supplies both the debuff and the escape.
Grenade
Magnetic Grenade
With Echo of Undermining it becomes a precise weaken delivery; run whatever you aim best in PvP.
Aspect 1
Vanishing Step
Dodging makes you invisible — the reposition button that breaks a losing duel and relocates you with radar already back up.
Aspect 2
Stylish Executioner
Any elemental-debuffed kill grants invisibility and Truesight — reposition and see the next target through the wall.
Crouched radar plus stat boost, finisher vanish, longer invis, melee-kill sustain, and the PvE orb/breach economy.
Exotic armour
Knucklehead Radar (Helmet)
Radar-while-ADS plus crouched resolution plus the low-health mark — the information edge the whole gunfight runs on.
Weapons
Long-range primary (Scout / Pulse / Hand Cannon) + trusted Special + Power
The helmet's value scales with how much you ADS and hold angles, so the gun choice is the build.
Fragments
Echo of Dilationcrouched: sneak faster + enhanced radar resolution, +10 Weapons/+10 Super) · Echo of Obscurity (finisher final blow grants Invisibility) · Echo of Persistence (Invis/Overshield/Devour last longer) · Echo of Leeching (melee final blow heals you and allies) · Echo of Harvest (weakened kills create an Orb of Power and a Void Breach
Why it works (the mechanics)
Radar-while-ADS is a one-sided information war. Standard radar dies the moment anyone aims down sights. With Knucklehead you keep yours scoped in, so the duelist holding the angle sees the third party coming while the person peeking is blind. A long-range primary (scout/pulse/HC) turns that into a first-shot advantage on every engagement.
Echo of Dilation is the perfect-fit fragment. The manifest text — "While crouched, you sneak faster and gain enhanced radar resolution" — stacks the same crouched-resolution effect the helmet already gives, sharpening blips into near-directional reads, and it pays +10 Weapons and +10 Super for doing exactly what the exotic already wants: crouch, hold an angle, read the room before committing.
The low-health mark is a finisher, not a DPS source. Marked targets take bonus damage once they are low, which speeds up a kill you would already win and shaves the last few HP so a wounded enemy cannot break line of sight and escape. Treat it as trade-insurance, not a damage perk (the exact bonus % is not in the manifest — see Verify).
Void gives a reset and a vanish. Vanishing Step turns a dodge into invisibility, the escape valve when a duel goes sideways. Stylish Executioner turns any debuffed kill into invis plus Truesight, so you reposition and see the next target through the wall. Information on defence (radar, Truesight) plus information on offence (marking) is the whole kit.
Truesight plus radar is double vision. Stylish's Truesight outlines enemies through geometry while the helmet's radar reports where the unseen ones are. Between them you rarely get surprised, which is the entire point of an information exotic. Snare Bomb supplies the elemental debuff that trips Stylish, and Leeching heals off the melee kill.
The economy feeds itself in PvE. Echo of Harvest turns each weakened kill into an Orb of Power and a Void Breach, Deadfall's tether weakens a whole pack to prime those kills, and Echo of Persistence stretches every invis/overshield/devour window so the reposition-and-clean loop keeps ticking over.
Stats & mods
Weapons 200 → Class → Health. A Gunner/Specialist lean: Weapons boosts reload/handling and (post-9.7.0) damage vs minors/majors on the gun you are built around, Dilation chips in another +10; Class keeps Dodge — your reposition and vanish — on a short cooldown; Health is the survivability floor for holding an angle. Super and Grenade take the remainder.
Mods:
Boots: Primary Ammo Finder + a matching weapon Loader for your chosen archetype — keeps the gun fed and reloading fast.
Arms: Targeting mod matching your primary — cleaner aim-down-sight and target acquisition for the precision-hit gameplay.
Chest: Void Resist / general damage-resist — survivability for the angle-holding duelist.
Class item: Reaper + Bomber — an Orb on your dodge and class-ability energy from grenades to keep the invis loop turning.
Surge: a weapon surge matching your primary's element (element is free on this helmet).
Anti-Champion: none intrinsic — Deadfall suppression and Overload Grenades cover Overload; bring frame-based Barrier/Unstoppable on your primary and Special.
Artifact — NPA Repulsion Regulator
The Void artifact for a Void build — it turns the gun into the engine and the kit's debuff loop into an economy. Volatile rounds ride your primary, every weakened kill spins up a Void Breach that pays out as an overshield, and Overload Grenades cover the champion the marking cannot finish.
Volatile Flow grants your Void weapons Volatile rounds when you pick up an Orb of Power, so the primary does more on its own without changing how you shoot.
Unto The Breach creates a Void Breach whenever you defeat a Void-debuffed target, feeding the Weaken-to-Breach loop that Stylish and Echo of Harvest already run.
Protective Breach converts each Void Breach pickup into an overshield, the survivability the angle-holding duelist needs to win the trade.
Overload Grenades disrupt and stun Overload Champions with your Void grenades — the champion the low-health mark cannot finish on its own.
Bricks From Beyond drips Heavy ammo from Void weapon kills on powerful combatants, sustaining a gun-forward kit through a long fight.
Void Weapon Channeling grants a temporary Void weapon damage bonus after a Void weapon kill while a Void ability is charged — straight value on the primary that is the build.
Supernova makes your next Void damage after a Void Breach pickup release a large weakening pulse, re-applying Weaken to trip Stylish and feed Harvest's orbs.
Where it shines
Crucible duels and lane control. Radar-while-ADS is a permanent edge anywhere you hold a sightline; this is the content the helmet was built for.
PvE hold-and-clean corridors. Marking speeds the finish and the Void economy (breaches, orbs, tether) keeps you supplied while you pick targets from cover.
Any content that rewards patience over APM. The exotic pays trigger discipline and positioning, not button-mashing, so it thrives where you can choose your fights.
Champion coverage: none intrinsic to the exotic. Deadfall's suppression handles Overload behaviour and Overload Grenades stuns them outright; bring frame-based Barrier and Unstoppable perks on your primary plus Special to cover the rest.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Ammo Finder (match your special/heavy)3e
Void Siphon3efill
Rapid Void 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)
Void Resistance1efill
Reduces incoming Void 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 (7/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3efill
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically collects nearby Orbs of Power when you activate 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). Flex/loadout-dependent: reloading fast. - **Arms:** Targeting mod matching your primary — cleaner aim-down-sight; Overload Grenades cover Overload; bring frame-based Barrier/Unstoppable on your primary; Special.