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Void

Telesto — Volatile Mine-Layer (Void Hunter)

Add-clear / volatile chain-detonation engine
Telesto 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 Void · Special · No intrinsic champion

Centerpiece: Telesto (Fusion Rifle · Special · Void) · Subclass: Nightstalker (Void) · Role: Add-clear / volatile chain-detonation engine Sandbox: 9.7.0 · Updated 2026-07-03

Telesto doesn't fire a bolt, it plants one. Every shot sticks projectiles that hang for a beat and then go off as a delayed Void blast — a wall of floating mines you walk the room into. On Void Hunter you load those mines with Volatile Rounds off Gyrfalcon's, so every delayed detonation also pops the volatile: two explosions per bolt, chaining through the pack. The whole trick — emerge invisible, paint the room with sticky Void mines, watch it cascade.

The weapon

Unplanned Reprieve (intrinsic): "Fusion projectiles attach and detonate with a delayed Void blast."

Harbinger's Pulse (catalyst perk): "Multikills with Void damage immediately reload this weapon from reserves."

Telesto Catalyst — Deeper Pockets / Harbinger Seethe: "Deeper Pockets: Increased ammo reserves. / Harbinger Seethe: After activating Harbinger's Pulse multiple times, [Alternate Weapon Action] to cause a rain of projectiles on your next direct hit with this weapon."

A single trigger-pull throws a burst of bolts that stick to whatever they hit — surface or body — pause, then erupt in staggered Void detonations. Against a clustered pack, one shot is several overlapping blasts. Because those kills are Void multikills, Harbinger's Pulse reloads the gun from reserves for free, so Telesto self-sustains its own add-clear loop, and Deeper Pockets keeps the reserve pool deep enough to run it all encounter. Harbinger Seethe is the spike: stack Harbinger's Pulse reloads, then [Alternate Weapon Action] to make your next direct hit rain extra projectiles — a free burst-mine overload dumped onto a priority target.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The element matches the gun — Volatile and Devour both feed off Telesto's Void kills.
SuperShadowshot: DeadfallWeaken + suppress + groups the pack into one spot — exactly where Telesto's mines want them, and the weaken multiplies every blast.
Class abilityMarksman's DodgeReloads on dodge (redundant with Harbinger's Pulse) and resets the Vanishing Step invis cycle on demand.
MovementTriple JumpExtra mid-air correction to reposition over a mined pack and stay out of the blast radius.
MeleeSnare BombCheap, throwable invis-on-detonation + weaken delivery; re-arms Gyrfalcon's Volatile without needing a kill.
GrenadeVortex GrenadeLingering Void zone; with Echo of Undermining it weakens, and it's the grenade Overload Grenades stuns off.
Aspect 1Vanishing StepDodge → invisible. The invis half of the Gyrfalcon's engine; grants +2 Aspect Energy Capacity.
Aspect 2Stylish ExecutionerAny elemental-debuffed kill → invisible + Truesight. Volatile/weaken kills (which Telesto makes nonstop) loop you back into invis hands-free.
Fragments5× Echo (see below)Instability re-arms Volatile, Harvest/Starvation drive Devour, Undermining weakens, Reprisal feeds Super.
Exotic armourGyrfalcon's Hauberk (Chest)Emerge from invis → Void weapons gain Volatile Rounds, turning every Unplanned Reprieve detonation into a chaining volatile blast.
WeaponsVoid primary + stun-carrying heavyA Void primary shares the surge and can be re-armed Volatile; the heavy carries the Barrier/Unstoppable stun Telesto lacks.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Super. Weapons scales Telesto's PvE damage vs minors/majors directly (9.7.0). Class high to keep Marksman's/Vanishing Step dodge — the invis cycle — on a short cooldown. Super third to feed Deadfall.

Archetype: a Weapons/Class-favoured set (e.g. Gunner/Specialist pieces); set bonus is garnish only — pick rolls first.

Mods:

Where it shines

Artifact — NPA Repulsion Regulator

The dedicated Void artifact, tuned to this loop: a second Volatile source for Gyrfalcon's, Void Breaches that feed Devour and overshields, and Overload on the Vortex grenade the build already throws.

Picks (2/3/2):

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 3e fillReduces incoming area-of-effect damage from combatants.
Legs (7/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3eYour Void 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).