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.
| Slot | Pick | Why |
|---|---|---|
| Super | Shadowshot: Deadfall | On-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 ability | Gambler'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. |
| Movement | Triple Jump | Air 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.) |
| Melee | Snare Bomb (Smoke Bomb) | A weaken/invis tool — Stylish wants a debuffed kill, the smoke supplies one and the escape. |
| Grenade | Magnetic Grenade (PvE) / your pick (PvP) | With Undermining it's a precise weaken delivery; in PvP run whatever you aim best. |
| Aspect 1 | Dodging makes you invisible — the reposition button. Break a duel you're losing, relocate, re-engage with radar already back up while you ADS. | |
| Aspect 2 | Any elemental-debuffed kill → invisibility + Truesight (see enemies through walls/smoke — the information theme doubled). Next melee while invis weakens. |
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.
Primary-forward by design — the helmet's value scales with how much you ADS and hold angles, so the gun choice is the build.
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.
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.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Void Siphon 3e fill | Rapid Void weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (8/10) | Weapon Loader (faster reload) 3e | |
| Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Chest (5/10) | Void Resistance 1e fill | Reduces incoming Void damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (5/10) | Void Weapon Surge 3e | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Better Already 1e | Your health begins to regenerate immediately after picking up an Orb of Power. | |
| Recuperation 1e | Replenishes health each time you pick up an Orb of Power. | |
| Class Item (4/10) | Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Bomber 1e fill | Reduces grenade cooldown when using your class ability. | |
| Powerful Attraction 2e fill | 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: targeting mods for the precision-hit gameplay.
Low-APM, position-first. The exotic rewards patience, not button-mashing.