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
Slot
Pick
Why
Super
Shadowshot: Deadfallor Spectral Blades
Deadfall 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 ability
Marksman's Dodge
Instantly 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.
Movement
Triple Jump
Three air-control vectors to break reticle tracking on the peek. Strafe Jump if you prefer flatter, faster lane-strafes.
Melee
Snare Bomb
Smoke that weakens — tags a held angle or a pushing aper so the kill triggers Stylish Executioner's invis + Truesight. Also a corner-denial tool.
Grenade
Suppressoror Magnetic
Suppressor is a get-off-me that denies an enemy Super/abilities; Magnetic for raw lethality.
Aspect 1
Vanishing Step
"Dodging makes you invisible." The doubled engine — every dodge (×2) is a vanish. [+2 Aspect Energy Capacity]
Aspect 2
Stylish Executioner
Defeating 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 Prowl — entering 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):
Echo of Dilation (+10 Weapons, +10 Super) — while crouched, doubles radar resolution (6→12 sectors) and holds crouch-strafe speed at 4 m/s (Clarity). A free pre-peek read on radar.
Echo of Obscurity (+10 Class) — Class is the dodge-cooldown stat = the whole build; finisher → invis is gravy.
Echo of Leeching (+10 Health) — the only on-demand heal Void Hunter hands a duelist: a melee final blow regens you and a nearby ally.
Echo of Reprisal — final blows while surrounded grant Super energy; pure 6v6 value, cycles Deadfall to keep zoning chokes.
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:
Two charges turns a cooldown into a rhythm. One dodge you save for a panic reset; two you spend — vanish-reload to win the duel, then vanish-reload again to leave before the 1v2 forms. The gap where a single-dodge Hunter is naked (dodge on cooldown, no escape) simply doesn't exist for you.
The orb rider is a bonus, not a driver. "Next weapon final blow after a dodge → one Orb of Power" is harder to proc in PvP than PvE (you must dodge, then land a gun kill shortly after), but when it lands it feeds your fireteam's Supers. You're a duelist who happens to be a small battery — don't build for it, take it when it comes.
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.
Primary — hand cannon (the core): a 120 or 140 RPM hand cannon is the canonical Hunter-duelist partner — slow, precise, rewards the clean invis-peek this build manufactures. Chase range + stability and a strafe-friendly perk (Eye of the Storm / Keep Away / Moving Target). (Example archetypes only — no roll data here.)
Primary alt — pulse rifle: for bigger lanes, an Aggressive/High-Impact pulse hits a two-burst that loves the off-angle decloak peek.
Special, by personality: a shotgun for the slide-into-the-corner aper (you arrive invisible, decloak in their face), or a sniper/fusion to hold an angle and use the double-dodge purely as the escape.
Element is free: nothing here needs a specific damage type. A Void special can feed Echo of Instability volatile if you re-tune fragments, but don't bend the gun choice for it — shoot what you shoot best.
Stats (PvP)
PvP stat math is not PvE math (Armor 3.0 six-stat model). The priority is Class → Health → Weapons:
Class (primary — push high, ~150+): shortens the dodge cooldown, and the dodge is the build. More Class = more vanish-reloads per life = more peek-pressure and more disengages. Every other stat is downstream of this one.
Health (~100): PvP TTK is brutal and invisibility is your only real defensive net — and it's not a heal. Health buys forgiveness on trades. Don't dump it the way a Devour PvE build would.
Weapons (~120+): universal handling/ready/reload layered on top of the gun's own stats (Weapons was not re-statted in 9.7.0 — the armour stat stacks). For a build that wins with the primary, every point shows up in the duel.
Super / Grenade / Melee (dump-tier): utility, not a damage loop. Nudge a little Melee only if you run Gambler's Dodge to keep Snare Bomb up.
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:
The two-step itself. In a duel: dodge → reload + vanish → slide/strafe to a new angle → decloak on the first shot. If the trade gets close, dodge again → reload + vanish + reposition. Two charges means you can win, reset, and win again with no naked cooldown gap. Marksman's disabling aim-assist-on-you during the roll means their reticle drops you the instant you move.
Peek-pressure, not peek-and-pray. They can't pre-aim an invisible Hunter who keeps changing which corner he leans. Vanish, take an off-angle, decloak with the shot — never float invisible to shoot (in-air accuracy is bad and the cloak is for moving, not fighting).
1vX is where the second dodge pays. Don't stand in a 1v3. Vanish out of the first trade, break line of sight, let Truesight (Stylish) or On the Prowl tell you where they are, and re-engage them one at a time from a flank. The double charge is a "leave a lost gunfight for free" card you get to play twice.
Set up the kill-invis. Tag a held angle or a pushing aper with Snare Bomb (weaken) → the kill triggers Stylish's invis + Truesight, so you're already cloaked and wall-reading for the next fight. Suppressor is the get-off-me / Super-denial when someone apes you.
6v6 vs Trials
6v6 (artifact active): the chaos rewards ability + orb economy, and you make orbs via Coyote's post-dodge weapon kill. Grab artifact perks that refund ability energy off orbs and anything that buffs invisibility, finishers, or class-ability regen — they all compound the dodge engine. Pair Echo of Reprisal with a surrounded-kill artifact perk to keep Deadfall cycling so you can tether a choke, and let your orbs feed teammates' Supers — you duel and battery the team.
Trials / Comp (3v3, no artifact): no safety net, so tighten the fundamentals. Lean Class even harder (both dodges up, always) and nudge Health — every trade decides a round at 3v3. Play the double-dodge as disengage and flank, not aggression: spend one charge to win the duel, bank the other for the disengage. Radar (Dilation) and Truesight (Stylish) win the information game that wins rounds.
Notes
Exotic verified. `exotics.md` verbatim: "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." → confirmed second dodge charge, Chest slot. Premise intact, no adaptation needed.
Marksman's Dodge (Clarity): instantly reloads all equipped weapons + collects ammo within 15 m; disables Aim Assist on you for the animation (the PvP tracking break) and removes tracking from PvE projectiles; counts as a manual reload (procs Kill Clip-type perks).
Gambler's Dodge (Clarity, [pvp]): 0.35% melee energy per Melee point (max 35% at 100 Melee), doubled to 70% within 15 m of an enemy — that's the alt-dodge's Snare Bomb refund.
Echo of Persistence (Clarity): Invisibility +40% duration (Devour/Overshield +50%); stat deltas −10 Class / −10 Weapons / −10 Health — why it's a swap, not a default.
Echo of Dilation (Clarity): crouch doubles radar resolution (6→12 sectors) and floors crouch-strafe speed at 4 m/s; +10 Weapons / +10 Super.
Snare Bomb weakens and Stylish Executioner triggers on any elemental debuff (weaken / suppress / volatile) — `subclasses_and_aspects.md`, `aspects.md`. Vanishing Step / Stylish / On the Prowl have no Clarity entries (aspects aren't covered); invis-on-dodge and the kill-invis are verified from `aspects.md` text — tune the invis duration feel in-game.
Coyote orb-rider in PvP is situational (dodge → gun kill shortly after); real for team Super economy, not a thing to play around. Verify the exact post-dodge window in-game.
Tooling note: `synergy.py --item "Sixth Coyote"` returns "not found" — the encyclopedia line carries a parenthetical slot tag (`The Sixth Coyote (Chest Armor) — …`) that the script's `Name —` regex skips, so it isn't indexed. The verb data (produces Orb of Power, keys off dodge / class ability) is in `exotic_intrinsics.md`.
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 (8/10)
Weapon Loader (faster reload)3e
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.
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 Surge3efill
Your 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)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
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: **Dexterity** for fast ready.