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Void

Outbreak Perfected — Nanite Vector (Hunter)

Self-sufficient add-clear / room-deleter
✓ Manifest Kinetic · Primary · 450 RPM · No intrinsic champion

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 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.

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.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The invis + Devour + Volatile toolkit that keeps you firing forever.
SuperShadowshot: DeadfallTether groups + 35% weaken when a pack or champion needs deleting; cheap, team-wide.
Class abilityMarksman's DodgeReloads Outbreak on demand mid-fight — keeps the nanite stream uninterrupted.
MeleeSnare BombSmoke → weaken/suppress; the debuff that arms Stylish Executioner for free invis.
GrenadeVortex GrenadeLingering Void AoE — pairs with Echo of Instability for Volatile and feeds finisher-fuel kills.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → Invisibility + Truesight. Outbreak kills near smoke/volatile/weaken trigger this constantly.
Aspect 2Vanishing StepDodge → Invisibility. Guaranteed on-demand invis to re-arm Gyrfalcon's and the Devour loop.
FragmentsEcho of Persistence · Echo of Starvation · Echo of Harvest · Echo of InstabilityLonger invis/Devour; Orb/Breach → Devour; weakened kills → Orb + Breach; grenade kills → Volatile.
Exotic armourGyrfalcon's Hauberk (Chest)Finisher-while-invis → fireteam reserve overshields + all-weapon damage; invis-exit → Volatile on the Void secondary.
Energy weaponA Void Special (e.g. a Repulsor Brace / Destabilizing fusion or shotgun)Soaks Gyrfalcon's Volatile, makes Volatile detonations, double-procs Stylish/Harvest.
HeavyMachine Gun or LFRThe thing Outbreak's swarms can't personally execute — bosses, mini-bosses, the champion.

Why this works (the mechanics)

Stats & mods

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:

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)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
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). 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.