← Back
Void

Revision Zero — Hunter's Trace (Void Hunter)

Barrier-stun Kinetic primary anchoring a Void invisibility + Devour engine
Revision Zero 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 · Barrier

Centerpiece: Revision Zero (Pulse Rifle · Primary · Kinetic) · Subclass: Nightstalker · Role: Barrier-stun Kinetic primary anchoring a Void invisibility + Devour engine Sandbox: 9.7.0 · Updated 2026-07-03

The Hunter's own Pulse Rifle carries its champion stun in the perk, not the archetype — a built-in shield-piercing mode that hard-stuns Barriers no matter the frame. Wrap it in a Void Nightstalker and you get a Primary that answers the champion which walls most builds, while the subclass keeps you invisible, healed on Devour, and drowning the room in Orbs. One trigger finger clears adds, banks targeting data, then deletes a priority target — ammo-free, all day.

The weapon

Hunter's Trace (intrinsic): "This weapon fires special shield-piercing ammunition and is strong against [Shield-Piercing] Barrier Champions. Precision hits grant targeting data. [Alternate Weapon Action] to swap to the alternate scope, loading high-damage rounds based on the amount of targeting data. High damage rounds create shockwaves around impacted targets, exhausting them."

Catalyst: the manifest entry (`Revision Zero Catalyst`, hash 2909019017) exists but its effect text is empty in our snapshot — see Verify notes. Not built around, because it can't be quoted.

What it does: two scopes on one gun. The default scope is a 450-RPM Kinetic pulse with intrinsic Barrier stun — it fires shield-piercing rounds and staggers Barrier champions with no champion mod slotted and regardless of archetype. Landing precision hits banks targeting data; tapping the Alternate Weapon Action swaps to a second scope that loads heavy-hitting rounds scaled by how much data you banked, and those rounds shockwave and exhaust (a slow-style debuff) everything around the impact. So the play pattern is: body-and-head the pack to clear adds and bank data, swap scope, and dump the burst into whatever survives. Because it is a Primary, the whole loop runs on white-brick ammo you never worry about.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The invisibility + Weaken + Devour kit that keeps you alive and feeds Orbs while the Kinetic primary does the shooting.
SuperShadowshot: DeadfallTethers and weakens the pack (~30% more damage taken), grouping targets and setting up the heavy-round burst and Echo of Harvest.
Class abilityGambler's DodgeRefreshes the gun's reload mid-fight and triggers Vanishing Step invisibility.
MovementTriple JumpExtra aerial control for repositioning between invis windows and heavy-scope shots.
MeleeSnare BombSmoke → invisibility + Weaken; the on-demand re-arm for the Gyrfalcon loop on your Void weapon.
GrenadeVortex GrenadeLingering Void damage; Echo of Undermining makes it Weaken, and it carries Overload Grenades from the artifact.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invisibility + Truesight; Weaken/Volatile kills keep it firing.
Aspect 2Vanishing StepDodge → invisibility on demand — the cleanest, most reliable re-invis for Gyrfalcon.
FragmentsEcho of Instability · Echo of Harvest · Echo of Starvation · Echo of UnderminingBackup Volatile feed, Orb/Breach generation, Devour sustain, and grenade Weaken.
Exotic armourGyrfalcon's Hauberk (Chest)Emerging from invis grants Volatile Rounds to your Void weapons (the paired special/heavy), plus finisher-in-invis reserve overshields for the fireteam.
WeaponsSpecial: a Void weapon (shotgun or Wave-Frame GL) to carry Gyrfalcon's Volatile Rounds; Heavy: a Machine Gun or Rocket for the boss/Champion burst the primary can't deliverRevision Zero owns Barrier and add-clear; the Void special takes the Volatile ad-clear payload, the heavy takes single-target DPS.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is a flat PvE damage adder to Revision Zero on top of the targeting-data burst; Health backs the Devour/invis survivability; Class feeds the dodge that drives the invis loop. Then Grenade for Instability/Undermining cadence. Archetype lean: Gunner/Brawler — a weapons-forward frame that still banks enough Health to live in champion-dense rooms.

Mods:

Artifact — NPA Repulsion Regulator

The dedicated Void artifact, matched to this build's subclass and loop: it converts the Orbs you flood into Volatile Rounds for your Void weapons, turns Void-debuffed kills into Void Breaches that feed Harvest/Starvation, and adds the one champion the gun can't — Overload, via your Vortex grenade — while Revision Zero keeps Barrier covered intrinsically.

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 (5/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
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.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3eReduces 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 (3/10)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.
Bomber 1eReduces 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).