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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The invisibility + Weaken + Devour kit that keeps you alive and feeds Orbs while the Kinetic primary does the shooting.
Super
Shadowshot: Deadfall
Tethers and weakens the pack (~30% more damage taken), grouping targets and setting up the heavy-round burst and Echo of Harvest.
Class ability
Gambler's Dodge
Refreshes the gun's reload mid-fight and triggers Vanishing Step invisibility.
Movement
Triple Jump
Extra aerial control for repositioning between invis windows and heavy-scope shots.
Melee
Snare Bomb
Smoke → invisibility + Weaken; the on-demand re-arm for the Gyrfalcon loop on your Void weapon.
Grenade
Vortex Grenade
Lingering Void damage; Echo of Undermining makes it Weaken, and it carries Overload Grenades from the artifact.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invisibility + Truesight; Weaken/Volatile kills keep it firing.
Aspect 2
Vanishing Step
Dodge → invisibility on demand — the cleanest, most reliable re-invis for Gyrfalcon.
Fragments
Echo of Instability · Echo of Harvest · Echo of Starvation · Echo of Undermining
Backup Volatile feed, Orb/Breach generation, Devour sustain, and grenade Weaken.
Exotic armour
Gyrfalcon'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.
Weapons
Special: 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 deliver
Revision Zero owns Barrier and add-clear; the Void special takes the Volatile ad-clear payload, the heavy takes single-target DPS.
Fragments
Echo of Instabilitygrenade kills → Volatile Rounds on Void weapons — the Volatile feed for your special, +10 Melee
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — your sustain
Echo of UnderminingVoid grenades weaken — feeds Harvest and the burst multiplier
Why it works (the mechanics)
The champion stun lives in the gun, not the archetype. Anti-Champion 2.0 ties stuns to weapon frames — but Hunter's Trace is a bespoke intrinsic: shield-piercing rounds plus Barrier stun on the default scope, no champion mod, no archetype constraint. That frees your other two weapons to cover Overload/Unstoppable instead of doubling up on Barrier.
Revision Zero is Kinetic, so Gyrfalcon's Volatile rides your Void special, not the primary. Gyrfalcon's "See Me, Feel Me" grants Volatile Rounds to Void weapons on emerging from invisibility — Revision Zero is Kinetic and is not affected. The build splits the labour cleanly: the Void special/heavy becomes the Volatile ad-clear engine, and Revision Zero stays the Barrier-stun, targeting-data burst primary. Two weapons, two jobs, one Void subclass powering both.
Two invis triggers + Stylish = near-permanent Gyrfalcon uptime. Vanishing Step (dodge) and Snare Bomb (smoke) are both on-demand invisibility; Stylish Executioner grants invis on any debuffed kill, which Volatile and Weaken produce constantly. Every re-entry into invis re-arms Volatile Rounds on the Void weapon, so the ad-clear engine almost never runs dry.
Weaken is the burst multiplier for the heavy-round scope. Deadfall and Snare Bomb (and an Undermining'd Vortex) apply Weaken; bank targeting data with default-scope precision hits, swap scope, and dump the high-damage shockwave rounds into a weakened priority target — a debuff-bucket multiplier stacked on top of the burst.
The economy is one closed Void loop. Weakened kills → Stylish invisibility (re-arm the Void weapon's Volatile) and Echo of Harvest Orbs + Void Breaches → Echo of Starvation Devour (heal on pickup). Survivability, ad-clear, and the invis re-arm all run off the same kills the kit is already getting.
Primary ammo means the Barrier answer is always live. Because the champion-stun and the data-burst both live on a white-brick Primary, you can spend Barriers all day without touching Special/Heavy reserves — the scarce ammo goes to the Void special's Volatile and the heavy's boss DPS.
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:
Boots:Kinetic Weapon Surge ×2 (buffs Revision Zero — the Kinetic primary you fire most) · Orbs of Restoration. (Use Void Surge instead only if you want to push the Void special's damage.)
Surge: Kinetic Weapon Surge (Revision Zero) — swap to the element you fire most if you favour the Void special.
Anti-Champion: none needed for Barrier (the gun handles it intrinsically); Overload comes from Overload Grenades on Vortex (artifact). Bring an Unstoppable source on the Special/Heavy.
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.
Volatile Flow turns Orb pickups into Volatile Rounds — a third Volatile source (with Gyrfalcon + Instability) feeding your Void special, not the Kinetic primary.
Unto The Breach makes Void-debuffed kills spawn Void Breaches, directly fuelling Echo of Starvation Devour.
Protective Breach grants an overshield on Breach pickup, layering with Gyrfalcon's reserve overshield for GM survivability.
Bricks From Beyond drops Heavy on Void kills — feeding the boss-DPS heavy the primary can't burst.
Overload Grenades makes Vortex stun Overload, covering the one champion Revision Zero doesn't.
Supernova adds a weakening pulse on Breach pickup — extra Weaken for the heavy-round burst multiplier.
Void Weapon Channeling is a flat Void weapon damage bump — lands on the Void special/heavy, not the Kinetic Revision Zero.
Where it shines
GMs / Master content (−30/−40): a Primary that hard-stuns Barriers is enormous for ammo economy in champion-dense rooms; Devour + invisibility keep you alive while you do it, and Deadfall is a top-tier team debuff Super for the same encounters.
General PvE / add-clear: the default scope chews through packs while the Void special's Volatile Rounds chain-detonate the rest; the heavy-round scope handles the orange-bar that survives.
Champion coverage:Barrier — handled intrinsically by Revision Zero (shield-pierce + stun, any time). Overload — covered by Overload Grenades on Vortex (artifact). Unstoppable — not covered; bring an Unstoppable frame or mod on the Special/Heavy. Deadfall's suppression also neutralises Overload regeneration in a pinch.
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 (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3e
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 (3/10)
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.
Bomber1e
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).