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Void

Third Iteration — Charged Shot (Void Hunter)

Weakening primary that snipes priority targets and self-cloaks into a Void-weapon invis loop
Third Iteration 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 · Primary · 200 RPM · No intrinsic champion

Centerpiece: Third Iteration (Scout Rifle · Primary · Void) · Subclass: Nightstalker · Role: Weakening primary that snipes priority targets and self-cloaks into a Void-weapon invis loop Sandbox: 9.7.0 · Updated 2026-07-03

A spread-fire Void scout that you charge by holding ADS — the cone collapses into one high-density slug that marks whatever it touches. Land the precision kill with that charged round and the catalyst detonates the corpse into a weakening blast. Run it on Nightstalker through Gyrfalcon's Hauberk: the marked kill cloaks you, you emerge with Volatile Rounds, and volatile + weaken + the mark stack on the same primary. A gun that thinks it's a sniper, a debuff applicator, and an orb factory at once.

The weapon

Intrinsic — Tri-Planar Mass Driver: "Fires a spread of Void energy projectiles. Aiming down sights narrows the spread."

Exotic perk — Amalgamation Rounds: "Aiming down sights for a short period without firing compresses the spread into a single high-density projectile. Damaging a target with this shot marks them. This weapon deals additional damage to marked targets. Defeating a marked target or landing a precision final blow with an Amalgamation Round grants invisibility and truesight."

Catalyst — Aberrant Combustion: "Precision final blows with Amalgamation Rounds cause the target to detonate into a weakening blast."

What it does: hip-fired it's a shotgun-scout — a cone of weak Void pellets for crowds at close range. Hold ADS for about a second and the next shot is a single hard-hitting projectile that marks the target and deals bonus damage to anything already marked. Land that charged shot as a precision kill and two things fire at once — the gun grants you invisibility and truesight off the marked kill, and the catalyst blows the body into a weakening blast that debuffs everything nearby. So one trigger gives you two firing modes and two payoffs: clear with the spread, charge to delete-and-weaken priority targets while cloaking yourself. The whole loop is Void, which is the point — every Void synergy on the subclass and artifact lands on this one primary.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The iconic Void-weapon Hunter; invis + weaken are exactly what this gun manufactures.
SuperShadowshot: DeadfallDramatic weaken + suppress that groups the pack — a team debuff floor under the gun's own weaken, and the suppress covers Overload behaviourally.
Class abilityMarksman's DodgeInstantly reloads the scout between charged shots and vacuums nearby ammo; pairs with Vanishing Step for the invis loop.
MovementStrafe JumpTight mid-air control to hold the ADS charge and line up the precision slug.
MeleeSnare Bomb (Quickfall)Smoke → invis on demand to re-trigger Gyrfalcon's Volatile; weakening dust thins a target before the charged shot.
GrenadeVortex GrenadeLingering Void well; with Echo of Undermining it weakens, and it's the anchor for the artifact's Overload Grenades stun.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight. The catalyst's weaken is the debuff — a second cloak source on top of the gun's own marked-kill invis.
Aspect 2Vanishing StepDodge → invis, a reliable Gyrfalcon trigger that lets you re-arm Volatile Rounds without needing a kill.
FragmentsUndermining · Harvest · Starvation · InstabilityWeaken source + orb/Breach generation + Devour sustain + a grenade-based Volatile source.
Exotic armourGyrfalcon's Hauberk (Chest)Emerge from invis and Third Iteration gains Volatile Rounds — the gun's marked-kill cloak feeds this directly.
WeaponsUnstoppable special + boss-DPS HeavyThe scout breaks no champion intrinsically, so the Special covers Unstoppable; any Heavy collects the weaken discount for DPS.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Grenade. Weapons stat is the priority — it adds PvE weapon damage on top of Volatile + weaken + the marked-target bonus, and this is a primary-weapon build. Class keeps Marksman's Dodge (your invis + reload) charged; Grenade for Vortex uptime (the weaken/Devour/Overload feed). The archetype lean is a Weapons-primary Nightstalker: enough Class to hold the dodge loop, Grenade third.

Mods:

Artifact — NPA Repulsion Regulator

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)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces incoming Solar damage from combatants.
Void Resistance 1e fillReduces incoming Void 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 (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).