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Void

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

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

Centerpiece: The Sixth Coyote (Chest) · Subclass: Nightstalker (Void) · Role: Double-dodge gunfighter — Crucible & Trials Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassNightstalker (Void)Vanishing Step turns the doubled dodge into a doubled vanish — invisibility is the perk worth having twice.
SuperShadowshot: 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 abilityMarksman's DodgeInstantly reloads all weapons, disables aim-assist on you during the roll (the tracking break), and via Vanishing Step vanishes — now with two charges.
MovementTriple JumpThree air-control vectors to break reticle tracking on the peek; Strafe Jump if you prefer flatter lane-strafes.
MeleeSnare BombSmoke that weakens a held angle or a pushing aper, so the kill triggers Stylish Executioner's invis and Truesight.
GrenadeSuppressor (or Magnetic)Suppressor denies an enemy's Super and abilities as a get-off-me; Magnetic for raw lethality.
Aspect 1Vanishing Step"Dodging makes you invisible." The doubled engine — every dodge (x2) is a vanish.
Aspect 2Stylish ExecutionerDefeating any debuffed target grants Invisibility + Truesight (see enemies through walls); chains invis off your kills, not just cooldown.
FragmentsDilation · Obscurity · Leeching · ReprisalRadar edge, class-stat boost, on-demand heal, and 6v6 Super economy — see below.
Exotic armourThe Sixth Coyote (Chest)The second dodge charge that turns a rationed cooldown into a spendable rhythm.
WeaponsLegendary hand cannon + special (shotgun / sniper)Chest exotic frees both gun slots; the build wins with the primary, so run your best duelling kit.
Fragments

Why it works (the mechanics)

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:

Artifact — NPA Repulsion Regulator

Picks (2/3/2):

Where it shines

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 (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
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 3eYour 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Time Dilation 3eYour decaying Armor Charge has a longer duration.
Bomber 1e fillReduces 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).