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Void

Outbreak Perfected — Nanite Vector (Kinetic Hunter)

Self-sufficient add-clear / room-deleter
Outbreak Perfected on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 450 RPM · No intrinsic champion

Centerpiece: Outbreak Perfected (Pulse Rifle · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Self-sufficient add-clear / room-deleter Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassNightstalker (Void)The invis + Devour + Volatile toolkit that keeps you firing forever.
SuperShadowshot: DeadfallTether groups + 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.
MovementStrafe JumpTightest air control to reposition around a smoked pack without breaking fire.
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; Breach/Orb → 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.
WeaponsVoid Special (Repulsor Brace / Destabilizing) + Machine Gun or Linear FusionThe Void special soaks Gyrfalcon's Volatile and double-procs Stylish/Harvest; the heavy executes what nanites can't — bosses and the champion.
Fragments

Why it works (the mechanics)

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.

Archetype lean: Weapons/Class pieces (Gunner / Specialist favouring Weapons).

Mods:

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.

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 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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.

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).