Weapon: Third Iteration (Scout Rifle · Primary · Void) · Subclass: Nightstalker · Role: Weakening primary that snipes priority targets and feeds a Void-weapon invis loop Sandbox: 9.7.0 · Created 2026-06-16
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: come out of invis, the scout gets Volatile Rounds, the volatile + weaken + Expanding Abyss stack on the same primary, and every weakened kill feeds invis straight back. A primary 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."
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 a beat and the next shot is a single hard-hitting projectile that marks the target (a soft-lock you can read for priority handling). Land that charged shot as a precision kill and the catalyst blows the body into a weakening blast, debuffing everything nearby. So the gun has two modes baked into one trigger — clear with the spread, charge to delete-and-weaken priority targets. The whole loop is Void, which is the point: every Void synergy on the subclass and artifact lands on this one primary.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The iconic Void-weapon Hunter; invis + weaken are exactly what this gun manufactures.
Super
Shadowshot: Deadfall
Dramatic weaken + suppress + groups the pack — a team debuff floor under the gun's own weaken, and a champion answer.
Class ability
Marksman's Dodge
Reloads the scout on demand between charged shots; pairs with Stylish for the invis loop.
Melee
Snare Bomb (Quickfall)
Smoke → invis on demand to re-trigger Gyrfalcon's Volatile; weakening dust thins a target before the charged shot.
Grenade
Vortex Grenade
Lingering Void well; with Echo of Undermining it weakens, stacking Expanding Abyss with the catalyst.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight. The catalyst's weaken is the debuff — every charged-shot kill re-cloaks you.
Aspect 2
Vanishing Step
Dodge → invis, the second reliable Gyrfalcon trigger; lets you re-arm Volatile Rounds without a kill.
Fragments (4)
Echo of UnderminingVoid grenades weaken → Vortex feeds the Expanding Abyss stack
Echo of Harvestweakened kills → Orb + Void Breach — the gun makes weakened kills nonstop
Echo of Starvationpick up Breach/Orb → Devour, your sustain
Echo of Instability (grenade kills → Volatile Rounds, a third Volatile source independent of invis). Drop Instability for Echo of Persistence if you want longer invis/Devour windows
Exotic armour — Gyrfalcon's Hauberk (Chest)
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 Void-Hunter weapon exotic, and it loves a Void primary more than any other gun. Emerge from invis and Third Iteration gains Volatile Rounds — now the same shot can carry Volatile (chip AoE) and the catalyst's weaken and the Amalgamation mark, with Expanding Abyss multiplying the lot. Stylish + Vanishing Step give you two invis sources that the gun's own weakened kills keep topped, so Volatile Rounds is effectively permanent uptime on a primary.
Why this works (the mechanics)
The catalyst makes the gun a debuff dispenser, and Void loves debuffs. Charged precision kill → weakening blast. Weaken is a debuff-bucket multiplier, so it stacks on every weapon perk for the whole fireteam — and it makes the artifact's Expanding Abyss ("Void sources deal increased damage to weakened targets") add free damage to your own follow-ups.
Gyrfalcon turns the primary into a Volatile gun. Invis → Volatile Rounds on Third Iteration. One charged shot now lands Volatile + the weaken detonation + the Amalgamation mark together. Three Void effects, one trigger.
The invis loop is self-sustaining and the gun powers it. Stylish Executioner re-cloaks you on any elemental-debuffed kill — and the catalyst weaken is that debuff. So: charged kill → weaken → invis → emerge → Volatile Rounds re-armed → next charged kill. The weapon refuels the exotic that buffs the weapon.
Weakened kills are an orb-and-Devour engine. Echo of Harvest turns every weakened kill into an Orb + Void Breach; Echo of Starvation converts the pickup into Devour. The gun makes weakened kills constantly, so health regen and ability energy never stop — no rotation to babysit.
Two firing modes cover two ranges from one slot. Hip-fire spread for adds in your face, charged slug for the orange bar across the room. You rarely need a second primary, which frees both other slots for damage.
Anti-Champion 2.0 is handled by the gun itself. Scout Rifles are a Precision/Adaptive class → Barrier intrinsically, and the artifact's Anti-Barrier Scout Rifle confirms and overcharges it. Deadfall's suppress covers Overload behaviour; weaken thins every champion's health bar for the team.
Stats & mods
Weapons 200 → Health/Class 100+ → Grenade. Weapons stat is the priority — it adds PvE weapon damage on top of Volatile + weaken + Expanding Abyss, and this is a primary-weapon build. Class ~100 keeps the dodge (your invis + reload) charged; Grenade for Vortex uptime (the weaken/Devour feed).
Mods, by piece:
Helmet: Void Siphon (Void kills → Orbs — the gun makes these in bulk) · Ashes to Assets (Super on ability kills) · Dynamo (Super on dodge → faster Deadfall).
Class item: Reaper (dodge → next kill spawns an Orb) · Powerful Attraction (dodge vacuums orbs into Starvation Devour) · Bomber.
Artifact mods that matter: Anti-Barrier Scout Rifle (champion coverage + overcharge), Expanding Abyss (Void damage vs weakened — direct catalyst synergy), Void Infestation (weakened kill → tracking weakening projectile, spreads the debuff hands-free), Authorized Mods: Void (discounts the Void weapon mods above). Counter Charge / Elemental Daze if you want Armor Charge and an extra debuff burst off the Barrier stun.
Where it shines
GMs / −30/−40 content: Anti-Barrier Scout + always-overcharged is a complete primary for Barrier weeks; weaken + Expanding Abyss let a primary meaningfully chunk minibosses, and Devour + reserve overshields keep you alive. Deadfall is the team debuff for the boss/DPS phase.
Match Game / champion-dense rooms: the gun strips shields (overcharged), stuns Barrier itself, and the weakening blast softens whatever's behind it.
Add-clear corridors: hip-fire spread + Volatile detonations + Void Infestation chain through packs while orbs and Devour flood in.
Champion coverage:Barrier intrinsic to the gun (archetype + Anti-Barrier Scout). Overload behaviour covered by Deadfall's suppress. Unstoppable is the gap — bring it on the second weapon slot or lean on Deadfall to pin them.
The other two weapon slots
Special — an Unstoppable frame (e.g. a High-Impact/Aggressive Sniper or a Rocket Sidearm covering Unstoppable) to close the one champion type the scout can't. Pick a Void one to stay inside Void Siphon/Surge if you can.
Heavy — any boss-DPS Heavy (Machine Gun, GL, or Rocket). The build's job is to weaken; the Heavy collects the discount. A Void Heavy double-dips Expanding Abyss on your own weakened targets.
Artifact - NPA Repulsion Regulator
Pure-Void to the bone: this artifact turns the gun's orbs, weakened kills, and Void Breaches into Volatile, overshield, and champion coverage — closing the Overload gap the scout can't break on its own. Anti-Barrier is the gun's; this layers Overload onto Vortex so a single primary handles both.
Tier 1:Volatile Flow (orb pickup → Volatile Rounds — the build farms orbs, so this is a third permanent Volatile source on top of Gyrfalcon) - Unto The Breach (Void-debuffed kill → Void Breach; every weakened charged kill now coins a Breach for free)
Tier 2:Protective Breach (Void Breach → overshield, stacking with Gyrfalcon's reserve overshield for near-constant Void DR) - Overload Grenades (Vortex stuns Overload — covers the one champion the scout can't break) - Bricks From Beyond (Void-weapon powerful kills drip Heavy ammo to feed your DPS Heavy)
Tier 3:Supernova (Breach pickup → next Void hit fires a weakening pulse, spreading the catalyst's debuff hands-free) - Void Weapon Channeling (flat Void-weapon damage bonus straight onto Third Iteration after a Void kill)
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 (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Void Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (5/10)
Void Weapon Surge3efill
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Better Already1efill
Your health begins to regenerate immediately after picking up an Orb of Power.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
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). Flex/loadout-dependent: Void** (discounts the Void weapon mods above). **Counter Charge** / **Elemental Daze** if you want Armor Charge; an extra debuff burst off the Barrier stun.