Weapon: Outbreak Perfected (Pulse Rifle · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Self-sufficient add-clear / room-deleter Sandbox: 9.7.0 · Created 2026-06-16
Outbreak's whole fantasy is a self-feeding plague: rapid hits and precision kills spit out SIVA nanite swarms, the swarms kill, 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 runs an invisibility→Devour→finisher loop that keeps you alive, keeps you killing, and keeps the nanite cascade rolling through an entire room.
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.
A 450 RPM Rapid-Fire Kinetic pulse. 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 into the next. It is one of the best sustained primary add-clear tools in the game precisely because the damage keeps spreading after you've moved your reticle on. Outbreak does not carry a bespoke champion stun and a Rapid-Fire pulse has no intrinsic anti-champion archetype (see Anti-Champion note), so champion duty is farmed out to the artifact and the other two slots — Outbreak is the engine that clears everything around the champion.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Nightstalker (Void) | The invis + Devour + Volatile toolkit that keeps you firing forever. |
| Super | Shadowshot: Deadfall | Tether groups + 35% 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. |
| 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 | Any elemental-debuffed kill → Invisibility + Truesight. Outbreak kills near smoke/volatile/weaken trigger this constantly. | |
| Aspect 2 | 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 | Longer invis/Devour; Orb/Breach → Devour; weakened kills → Orb + Breach; grenade kills → Volatile. |
| Exotic armour | Finisher-while-invis → fireteam reserve overshields + all-weapon damage; invis-exit → Volatile on the Void secondary. | |
| Energy weapon | A Void Special (e.g. a Repulsor Brace / Destabilizing fusion or shotgun) | Soaks Gyrfalcon's Volatile, makes Volatile detonations, double-procs Stylish/Harvest. |
| Heavy | Machine Gun or LFR | The thing Outbreak's swarms can't personally execute — bosses, mini-bosses, the champion. |
Weapons 200 → Health 100+ → 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/majors); Class feeds dodge uptime to re-arm invis and reserve overshields; Health as the comfortable floor since Devour + overshields already carry survivability.
Archetypes: lean Weapons/Class pieces (Gunner / Specialist favouring Weapons).
Mods, by piece:
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Void Siphon 3e fill | Rapid Void weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Void Resistance 1e fill | Reduces incoming Void damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (5/10) | Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. |
| Void Weapon Surge 3e fill | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Recuperation 1e fill | Replenishes health each time you pick up an Orb of Power. | |
| Class Item (4/10) | Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Powerful Attraction 2e | Automatically collects nearby Orbs of Power when you activate your class ability. | |
| Bomber 1e fill | 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). Flex/loadout-dependent: champion mods"); the house-style reference builds — not re-verified line-by-line against the manifest mod dump. - **Anti-Champion 2.0:** Outbreak carries no bespoke stun; Rapid-Fire pulse is not a stun archetype — champion duty is intentionally offloaded to the artifact + secondary/heavy. Confirm the active artifact's champion mods in-game. - Set bonuses deliberately omitted — garnish; never a driver (house rule). Any 2pc/4pc that adds Weapons/Class stat or Void uptime is a fine optional layer.