Weapon: Telesto (Fusion Rifle · Special · Void) · Subclass: Nightstalker (Void) · Role: Add-clear / volatile chain-detonation engine Sandbox: 9.7.0 · Created 2026-06-16
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 detonates 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.
Unplanned Reprieve (exotic perk): "Fusion projectiles attach and detonate with a delayed Void blast."
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." The catalyst's underlying perk is Harbinger's Pulse — "Multikills with Void damage immediately reload this weapon from reserves."
What it does: 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 the 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 do 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 on a priority target.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Nightstalker (Void) | The element matches the gun — Volatile and Devour both feed off Telesto's Void kills. |
| Super | 35% weaken + suppress + groups the pack into one spot — exactly where Telesto's mines want them, and weaken multiplies the blasts. | |
| Class ability | Reloads on dodge (redundant with Harbinger's Pulse) and resets the Vanishing Step invis cycle on demand. | |
| Melee | Cheap, throwable invis-on-detonation + weaken delivery; re-arms Gyrfalcon's Volatile without a kill. | |
| Grenade | Lingering Void zone; with Echo of Undermining it weakens, with Echo of Instability it re-grants Volatile. | |
| Aspect 1 | Dodge → invisible. The invis half of the Gyrfalcon's engine; `+2 Aspect Energy Capacity`. | |
| Aspect 2 | Any elemental-debuffed kill → invisible + Truesight. Volatile/weaken kills (which Telesto makes nonstop) loop you back into invis hands-free. |
See Me, Feel Me: "Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability."
This is the build. Emerge from invis → Telesto's sticky bolts are now
Volatile → every delayed Unplanned Reprieve detonation also pops a volatile burst, and volatile spreads on kill. One Telesto shot into a pack becomes a chain of doubled Void explosions. The finisher line bolts a fireteam overshield + damage buff on top for the hard rooms.
Weapons 200 → Class 100+ → Super. Weapons stat 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.
Archetypes: a Weapons/Class-favoured set (e.g. Gunner/Specialist pieces); set bonus is garnish only — pick rolls first.
Mods:
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Special Ammo Finder 3e | Increases the effect of all contributions towards the Special ammo meter. |
| Harmonic Siphon 1e | Rapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power. | |
| Ashes to Assets 3e | Gain bonus Super energy on grenade kills. | |
| Arms (7/10) | Heavy Handed 3e | Your powered melee final blows create Orbs of Power. |
| Fastball 1e | Increases grenade throw distance. | |
| Utility Kickstart 3e fill | 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 Resistance 1e | Reduces incoming Void damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (7/10) | Void Weapon Surge 3e | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. | |
| Void Weapon Surge 3e fill | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Class Item (4/10) | Special Finisher 1e | Finishers generate Special ammo for the whole fireteam. |
| Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Powerful Attraction 2e | Automatically 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).