One dodge is a panic button you ration. Sixth Coyote gives you two — and on Void, Vanishing Step makes every dodge a vanish. 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 — the gun does the killing and the dodge does everything else, twice.
The exotic
The Sixth Coyote (Chest Armor) — 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.
The whole build lives in the first clause: a literal second dodge charge, verified Chest slot in `exotics.md`. On Nightstalker with Vanishing Step, every dodge is an invisibility button, so two charges means two free vanish-and-reposition windows per cooldown cycle — the exact currency of peek-pressure and clean disengage. A single-dodge Hunter has a naked window where the dodge is spent and there is no escape; that window simply does not exist here. The orb rider ("next weapon final blow after a dodge spawns an Orb of Power") is a fireteam battery bonus that is harder to proc in PvP than PvE — you must dodge, then land a gun kill shortly after — so you take it when it comes rather than building around it.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Vanishing Step turns the doubled dodge into a doubled vanish — invisibility is the perk worth having twice.
Super
Shadowshot: Deadfall (or Spectral Blades)
Deadfall suppresses and weakens a choke in 6v6; Spectral Blades is a roaming get-off-me that grants more invis. Least important slot.
Class ability
Marksman's Dodge
Instantly reloads all weapons, disables aim-assist on you during the roll (the tracking break), and via Vanishing Step vanishes — now with two charges.
Movement
Triple Jump
Three air-control vectors to break reticle tracking on the peek; Strafe Jump if you prefer flatter lane-strafes.
Melee
Snare Bomb
Smoke that weakens a held angle or a pushing aper, so the kill triggers Stylish Executioner's invis and Truesight.
Grenade
Suppressor (or Magnetic)
Suppressor denies an enemy's Super and abilities as a get-off-me; Magnetic for raw lethality.
Aspect 1
Vanishing Step
"Dodging makes you invisible." The doubled engine — every dodge (x2) is a vanish.
Aspect 2
Stylish Executioner
Defeating any debuffed target grants Invisibility + Truesight (see enemies through walls); chains invis off your kills, not just cooldown.
Fragments
Dilation · Obscurity · Leeching · Reprisal
Radar edge, class-stat boost, on-demand heal, and 6v6 Super economy — see below.
Exotic armour
The Sixth Coyote (Chest)
The second dodge charge that turns a rationed cooldown into a spendable rhythm.
Weapons
Legendary hand cannon + special (shotgun / sniper)
Chest exotic frees both gun slots; the build wins with the primary, so run your best duelling kit.
Fragments
Echo of Dilationcrouch doubles radar resolution, +10 Weapons/+10 Super
Echo of Obscurityfinisher grants invisibility, +10 Class
Echo of Leechingmelee final blows heal you and allies, +10 Health
Echo of Reprisalfinal blows while surrounded grant Super energy
Why it works (the mechanics)
Two charges turn a cooldown into a rhythm. One dodge you hoard as a panic reset; two you spend — vanish-reload to win the duel, then vanish-reload again to leave before the 1v2 forms. Marksman's Dodge also disables aim-assist on you for the roll animation (Clarity), so their reticle drops you the instant you move. There is never a naked, dodge-on-cooldown gap.
Vanishing Step doubles the one perk worth doubling."Dodging makes you invisible" (aspects.md) means both charges are vanishes. You do not float invisible to fight — you decloak on the first shot from an off-angle they could not pre-aim, then re-cloak to move. Invisibility is a repositioning tool, not a heal.
Stylish Executioner chains invis off kills, not cooldowns. Snare Bomb weakens a target (an elemental debuff), so any gun kill on it triggers "invisibility and Truesight" (aspects.md). Between fights you are already cloaked and wall-reading the next engagement, independent of your dodge timer.
Snare Bomb feeds the debuff loop. The smoke tags a held angle or pushing aper; the weaken it applies is the trigger Stylish needs, so one melee sets up both a softened target and the kill-invis that follows. It doubles as pure corner denial.
The fragment stat spread is the loop. Echo of Obscurity's +10 Class is dodge-cooldown — the whole build — and its finisher-invis is gravy. Echo of Dilation's +10 Weapons/+10 Super buys the radar edge; Echo of Leeching gives the only on-demand heal a Void duellist gets; Echo of Reprisal cycles Super off surrounded kills for 6v6 zoning.
Coyote's orb rider is a team battery, not a driver. Dodge, then a gun kill shortly after, spawns one Orb of Power. It is harder to proc in PvP, but each orb feeds fireteam Supers — you duel and quietly battery the squad without ever bending the loadout toward it.
Stats & mods
Class 200 → Health → Weapons. PvP is not PvE stat math (Armor 3.0 six-stat model) — the archetype leans hard into Class because the dodge is the build: more Class = more vanish-reloads per life = more peek-pressure and more disengages. Health buys forgiveness on trades since invisibility is your only defensive net and it is not a heal; Weapons layers universal handling/ready/reload on top of the gun's own stats (Weapons was not re-statted in 9.7.0, so the armour stat stacks). Super / Grenade / Melee are dump-tier — nudge Melee only if you swap to Gambler's Dodge to keep Snare Bomb up.
Mods:
Boots: Recuperation / Better Already — top off health after a won duel.
Arms: Loader + Dexterity for your hand-cannon class — fast reload and ready.
Chest: Unflinching for the archetype — hold aim through incoming fire on the peek.
Class item: Reaper / Time Dilation — orb generation and ability-mod uptime.
Surge: match your special's element for the burst-damage layer.
Anti-Champion: artifact-sourced (Overload Grenades) — see below; there is no intrinsic champion break here.
Unto The Breach creates a Void Breach when you defeat a Void-debuffed target — Snare Bomb's weaken makes almost every kill qualify, feeding the breach economy the rest of this loadout consumes.
Volatile Flow grants your Void weapons Volatile rounds on picking up an Orb of Power, closing the loop off Coyote's post-dodge orb if you carry a Void special.
Protective Breach turns each Void Breach into an overshield — real forgiveness for a duellist whose only other net is invisibility.
Overload Grenades makes Suppressor and Magnetic stun Overload Champions, supplying the anti-champion coverage this build otherwise lacks in the higher-tier 6v6/Comp playlists.
Supernova makes your next Void damage after a breach pickup a weakening pulse, extending Snare Bomb's debuff onto a whole cluster and re-priming Stylish Executioner.
Void Weapon Channeling stacks a temporary Void weapon damage bonus off Void kills, rewarding a Void special without asking you to change the primary.
Where it shines
6v6 Control / Clash: the chaos rewards the orb-and-ability economy; you make orbs via Coyote's post-dodge kill and cycle Deadfall off Echo of Reprisal to zone chokes.
Trials / Comp (3v3): the fundamentals build — lean Class even harder so both dodges are always up, and play the second charge as disengage-and-flank rather than aggression.
Duelling any lane: a 120/140 hand cannon rewards the clean invis-peek this build manufactures; the second dodge is a "leave a lost gunfight for free" card you get to play twice.
Champion coverage: nothing intrinsic — the exotic and subclass break no champions. Bring Overload via the artifact's Overload Grenades (Void grenade stun); slot an anti-Barrier/anti-Overload weapon mod from the artifact for the rest if a Comp modifier demands it.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
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 (5/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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.
Class Item (5/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Time Dilation3e
Your decaying Armor Charge has a longer duration.
Bomber1efill
Reduces grenade cooldown when using 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).