Outbreak's whole fantasy is a self-feeding plague: rapid hits and precision kills spit out SIVA nanite swarms, the swarms kill, and the catalyst makes the dead spawn more swarms. It only stops if you stop shooting — so the build's entire job is "never stop shooting." A Void Hunter wrapped in Gyrfalcon's Hauberk runs an invisibility → Devour → finisher loop that keeps you alive, keeps you killing, and keeps the nanite cascade rolling through a whole room.
The weapon
The Corruption Spreads:This weapon creates SIVA nanite swarms on rapid hits and precision kills.
Catalyst — Disease Vector:Increases nanite damage. Enemies that die with nanites attached to them generate additional nanites.
Outbreak is a 450 RPM Rapid-Fire Kinetic pulse, and the nanites are the point: land rapid hits or a precision kill and a swarm spawns that seeks and chews on nearby targets. With the catalyst, anything that dies while infested coughs up a fresh swarm — so in a pack one infested kill chains into the next, and the next. It is one of the best sustained primary add-clear tools in the game precisely because the damage keeps spreading after you have moved your reticle on. Outbreak carries no bespoke champion stun and a Rapid-Fire pulse has no intrinsic anti-champion archetype, so champion duty is farmed out to the artifact and the other two slots — Outbreak is the engine that clears everything around the champion.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The invis + Devour + Volatile toolkit that keeps you firing forever.
Super
Shadowshot: Deadfall
Tether groups + weaken when a pack or champion needs deleting; cheap, team-wide.
Class ability
Marksman's Dodge
Reloads Outbreak on demand mid-fight — keeps the nanite stream uninterrupted.
Movement
Strafe Jump
Tightest air control to reposition around a smoked pack without breaking fire.
Melee
Snare Bomb
Smoke → weaken/suppress; the debuff that arms Stylish Executioner for free invis.
Grenade
Vortex Grenade
Lingering Void AoE — pairs with Echo of Instability for Volatile and feeds finisher-fuel kills.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → Invisibility + Truesight; Outbreak kills near smoke/volatile/weaken trigger this constantly.
Aspect 2
Vanishing Step
Dodge → Invisibility; guaranteed on-demand invis to re-arm Gyrfalcon's and the Devour loop.
Fragments
Echo of Persistence · Echo of Starvation · Echo of Harvest · Echo of Instability
Finisher-while-invis → fireteam reserve overshields + all-weapon damage; invis-exit → Volatile on the Void secondary.
Weapons
Void Special (Repulsor Brace / Destabilizing) + Machine Gun or Linear Fusion
The Void special soaks Gyrfalcon's Volatile and double-procs Stylish/Harvest; the heavy executes what nanites can't — bosses and the champion.
Fragments
Echo of Persistence · Echo of Starvation · Echo of Harvest · Echo of Instability
Why it works (the mechanics)
Outbreak is a kill machine; the build is a never-die machine. Outbreak's nanite cascade only pays out while you keep landing hits and precision kills. Everything below exists to keep you alive and reloaded so the stream never breaks — survivability is the damage uptime here, not a side dish.
The free-invis loop runs off Outbreak's own kills. Snare Bomb (or Vortex) debuffs a pack, then an Outbreak/nanite kill on a debuffed target triggers Stylish Executioner → Invisibility + Truesight. No finisher, no dodge needed — just kill something that is debuffed, which in a smoked or volatile pack is constant.
Devour is the sustain spine.Echo of Harvest turns weakened kills (Deadfall, Snare Bomb) into an Orb and a Void Breach; Echo of Starvation converts either pickup into Devour (full heal on kill + grenade energy). So Outbreak-fed kills heal you to full on a loop while topping the grenade that re-arms Volatile, and Echo of Persistence stretches invis + Devour so the windows overlap instead of gapping.
Gyrfalcon's is the team-buff + DR garnish. Finishing while invisible grants you and nearby allies reserve overshields (deployable on class ability) plus bonus all-weapon damage and improved class-ability regen. Vanishing Step guarantees the invis; Outbreak feeds the finisher kills. Honest caveat: Gyrfalcon's Volatile Rounds land on Void weapons only, so they buff the secondary — not Kinetic Outbreak. Outbreak's gain from Gyrfalcon's is the all-weapon finisher damage buff and the overshield layer, not Volatile.
Volatile is the secondary's job and it loops back to invis. Echo of Instability (grenade kills) and Gyrfalcon's (invis-exit) both grant Volatile Rounds to the Void special; Volatile detonations are Void-debuff kills → more Stylish invis → more Devour. The Void half of the kit recharges the survivability the Kinetic half spends.
The orb economy keeps Super and Devour flush. Harvest floods Orbs and Breaches off weakened kills; Starvation eats them for Devour; Deadfall returns cheaply because tethered packs die fast under nanites. You are rarely out of heal, invis, or Super for long.
Stats & mods
Weapons 200 → Health → Class. Weapons buys flat PvE damage on Outbreak's body shots and nanite chip (it scales the weapon-damage stat that 9.7.0 made matter for minors and majors); Class feeds dodge uptime to re-arm invis and reserve overshields; Health sits as the comfortable floor since Devour and overshields already carry survivability.
Boots: Kinetic Weapon Surge ×2 (+17% Outbreak damage at x2 Armor Charge — straight onto the centerpiece) · Orbs of Restoration (orb pickup → ability energy).
Arms: Pulse Rifle Loader ×1–2 (snappier Outbreak reloads between dodges); swap one for Kinetic Weapon Surge if you prefer raw damage over reload speed.
Chest (Gyrfalcon's): Arc/Solar/Void Resistance to taste under the overshield layer.
Class item: Powerful Attraction (dodge vacuums Orbs into the Starvation loop) · Reaper (dodge → next kill spawns an extra Orb).
Surge: Kinetic Weapon Surge — the whole kit's damage flows through Kinetic Outbreak.
Anti-Champion: slot the artifact's anti-Barrier/Unstoppable/Overload mods — Outbreak itself carries no intrinsic stun.
Artifact — Slayer Baron Apothecary Satchel
The Void half of this kit is a Void Breach engine — Harvest spits Breaches off weakened kills, Starvation eats them for Devour — and this artifact's Void mods loop straight back into it, while Deadfall's suppress and Snare's weaken handle the champion behaviour the heavy then kills.
Power From Pain makes weakened kills grant Devour and a Void Breach — the exact Harvest/Starvation spine, on tap.
The Thick Of It builds Armor Charge while surrounded — the build's whole dense-room habitat, and the fuel for Kinetic Weapon Surge.
Void Renewal has Devour-active Void kills generate Breaches whose pickup extends Devour — pure loop fuel for the secondary.
Curative Orbs turns a shield break into an Orb, feeding Starvation and the Deadfall economy.
Debilitating Wave makes Gyrfalcon's invis finishers emit a Void wave that Weakens — more Stylish triggers, more Breaches.
Supernova and Old God's Rite convert Breach pickups into extra Weaken pulses and seeking Void projectiles, padding the secondary's add-clear.
Where it shines
GMs / Master content / endgame add-clear: Outbreak + catalyst is among the best sustained primary room-clears in the game; the nanite chain thrives in dense rooms and the invis/Devour loop is the survivability GMs demand.
Onslaught / wave defence / Nightfalls: packs are constant, so Stylish invis and the Harvest orb-flood never stall.
Champion coverage:none intrinsic to Outbreak — a Rapid-Fire pulse has no archetype stun (weapon_facts champion = null). Coverage comes from (a) the artifact's anti-Barrier/Unstoppable/Overload mods, (b) the Void special and heavy you bring, and (c) Deadfall's suppress + Snare Bomb's weaken to neutralise champion behaviour. Outbreak clears the champion's escort; the heavy and stun source kill the champion.
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 Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
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).