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Void

Two-Step — Sixth Coyote (Void Hunter · PvP)

Double-dodge gunfighter — Crucible & Trials
Sixth Coyote on light.gg

Anchor: Sixth Coyote · Subclass: Nightstalker (Void) · Role: Double-dodge gunfighter — Crucible & Trials Sandbox: 9.7.0 · Built 2026-06-27 · PvP (6v6 + Trials/Comp)

One dodge is a panic button you ration. Sixth Coyote gives you two — and on Void, Vanishing Step makes every dodge a vanish. So the neutral game doubles: vanish-and-reload, re-peek from an angle they can't pre-aim, fire, then vanish again before the trade lands. Two steps off every corner. This is the peek-pressure duelist where the gun does the killing and the dodge does everything else — and you get to do everything else twice.

Why Void (the element justification)

The brief is "double the dodge perk you most want to double." On Void that perk is Vanishing Step: Dodging makes you invisible. Doubling an invisibility button is the single best thing Sixth Coyote can do in Crucible — two free vanish-and-reposition windows per cooldown cycle, which is the literal definition of peek-pressure and clean disengage. It is also deliberately distinct from the existing Solar `hunter_double_tap.md`, which doubles a damage aspect (Crackshot) for a PvE-leaning spam. This build doubles a neutral-game perk instead — invis, not bonus shots — so it is a Crucible build first and an honest one.

Loadout

SlotPickWhy
SuperShadowshot: Deadfall or Spectral BladesDeadfall anchors/zones a choke (suppress + weaken a doorway) in 6v6; Spectral Blades is a roaming get-off-me that's more invis. Least important slot — the build wins with the primary.
Class abilityMarksman's DodgeInstantly reloads all weapons and (via Vanishing Step) vanishes — the gunfighter's reset, now with two charges. Clarity: full reload + 15 m ammo pickup, and disables Aim Assist on you during the roll (the tracking break). Gambler's Dodge if you'd rather refund Snare Bomb.
MovementTriple JumpThree air-control vectors to break reticle tracking on the peek. Strafe Jump if you prefer flatter, faster lane-strafes.
MeleeSnare BombSmoke that weakens — tags a held angle or a pushing aper so the kill triggers Stylish Executioner's invis + Truesight. Also a corner-denial tool.
GrenadeSuppressor or MagneticSuppressor is a get-off-me that denies an enemy Super/abilities; Magnetic for raw lethality.
Aspect 1Vanishing Step"Dodging makes you invisible." The doubled engine — every dodge (×2) is a vanish. [+2 Aspect Energy Capacity]
Aspect 2Stylish ExecutionerDefeating any debuffed target → Invisibility + Truesight (see enemies through walls — a dueling wallhack); next melee while invis weakens. Chains invis off your kills so you're vanished between fights, not just on cooldown. [+2 Aspect Energy Capacity]

Alt Aspect 2: On the Prowlentering invisibility marks a nearby enemy as a priority target for you and your team. With Vanishing Step that's a team wallhack ping on every dodge. Swap Stylish → On the Prowl if you value squad intel over personal Truesight.

Fragments (PvP):

Swap-ins: Echo of Persistence — Invisibility lasts 40% longer (Clarity) — for the player who wants to live in stealth, but it costs −10 Class / −10 Weapons / −10 Health, so only take it if reposition time beats the stat spread. Echo of Dilation is non-negotiable; the radar edge is too good to drop.

Exotic — Sixth Coyote (Chest)

Manifest (verbatim): "Double Dodge: Gain a second dodge charge. Shortly after dodging, your next weapon final blow spawns an Orb of Power." Clarity: "Grants an extra Class Ability Charge. Acts as a copy of the Reaper armor mod."

Slot verified Chest (`exotics.md`), effect verified a literal second dodge charge — so the premise holds exactly: you get two dodges, and on Void each one is a Vanishing Step vanish. The PvP value is entirely in that doubling:

Weapons (the loadout)

The exotic is on your chest, so both gun slots are free — run your best legendary primary + special. The build lives on the primary; the exotic gives you zero offence.

Stats (PvP)

PvP stat math is not PvE math (Armor 3.0 six-stat model). The priority is Class → Health → Weapons:

Mods: Targeting + Loader + Unflinching for your hand-cannon class, Dexterity for fast ready, Recuperation / Better Already to top off after a won duel. Spend the budget making the gun feel perfect — there's no ability-mod stack to chase.

How to duel (the neutral game)

There's no rotation — the "two-step" is a gunfight habit:

6v6 vs Trials

Notes

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)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.
Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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: **Dexterity** for fast ready.