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Void

Spotter — Knucklehead Radar (Hunter marksman)

Primary-weapon duelist — radar-while-ADS map control + clean-up damage on marked targets

Anchor: Knucklehead Radar (Helmet) · Subclass: Nightstalker (Void) · Role: Primary-weapon duelist — radar-while-ADS map control + clean-up damage on marked targets Sandbox: 9.7.0 · Created 2026-06-16

Most exotics give you an ability. This one gives you information. Radar stays live while you're 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's a neutral-game utility helmet, not an engine: the build is a strong primary, a Void kit that lets you reposition and vanish, and a helmet that makes sure you always shoot first. Leans Crucible, but the target-marking earns its keep in PvE too.

Loadout

SlotPickWhy
SuperShadowshot: DeadfallOn-theme suppress/weaken + groups a push; pick Moebius Quiver if you want a roaming PvP answer. Either way the Super isn't the build — the gun is.
Class abilityGambler's Dodge (PvE) / Marksman's Dodge (PvP)Gambler's near enemies recharges melee for the invis loop; Marksman's reloads on dodge to keep a primary topped between duels.
MovementTriple JumpAir control to peek/re-peek sightlines. (Knucklehead's small airborne-effectiveness bonus is a free top-up here, not a reason to fight from the air.)
MeleeSnare Bomb (Smoke Bomb)A weaken/invis tool — Stylish wants a debuffed kill, the smoke supplies one and the escape.
GrenadeMagnetic Grenade (PvE) / your pick (PvP)With Undermining it's a precise weaken delivery; in PvP run whatever you aim best.
Aspect 1Vanishing StepDodging makes you invisible — the reposition button. Break a duel you're losing, relocate, re-engage with radar already back up while you ADS.
Aspect 2Stylish ExecutionerAny elemental-debuffed kill → invisibility + Truesight (see enemies through walls/smoke — the information theme doubled). Next melee while invis weakens.
Fragments (5/5)

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're shooting at. (1) 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. (2) Crouched resolution sharpens the blips into directional precision — pre-aim the corner before they round it. (3) Visually marks targets + (4) bonus damage to low-health marked targets is the clean-up edge: the chip you've already done gets finished faster. The marking is a neutral benefit (no ability, no cooldown), which is exactly why this is a gunfighter's helmet and not an ability build.

Why this works (the mechanics)

Weapons

Primary-forward by design — the helmet's value scales with how much you ADS and hold angles, so the gun choice is the build.

Stats & archetypes

PvP: Weapons high → Class → Health. Weapons boosts reload/handling and (post-9.7.0) damage vs minors/majors — straight value on the gun you're built around; Echo of Dilation chips in +10. Class to keep Dodge (your reposition/vanish) on a short cooldown.

PvE: Weapons → Class → Super, with Health as the dump — Vanishing Step + Stylish invis + Echo of Persistence + Leeching cover survivability, so Health is the cheapest trade. Dilation's +10 Super and Deadfall feed the tether.

Archetypes that favour Weapons/Class (Gunner/Specialist-leaning pieces) hit the targets without a god roll. Mods: primary loaders + reloaders matching your weapon, a surge matching its element, targeting mods for the precision-hit gameplay, and Recuperation/ Better Already for PvE sustain.

Set bonus (optional)

Pure garnish — the build is complete on Tier 4 gear with no set at all. If you have the rolls already: a set that buffs weapon handling / reload / airborne on your primary class complements the ADS-duelist loop, and any 2pc that nudges Class or Weapons stat just deepens what's above. Never chase a set for this build — chase the stat spread and a primary you trust. Slot a bonus only if your existing pieces happen to carry the stats.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void 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 (8/10)Weapon Loader (faster reload) 3e
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.
Chest (5/10)Void Resistance 1e fillReduces incoming Void 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 (5/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)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.
Powerful Attraction 2e fillAutomatically 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: targeting mods for the precision-hit gameplay.

The loop

Low-APM, position-first. The exotic rewards patience, not button-mashing.