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.
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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Nightstalker (Void) | The iconic Void-weapon Hunter; invis + weaken are exactly what this gun manufactures. |
| Super | Dramatic weaken + suppress + groups the pack — a team debuff floor under the gun's own weaken, and a champion answer. | |
| Class ability | Reloads the scout on demand between charged shots; pairs with Stylish for the invis loop. | |
| Melee | Smoke → invis on demand to re-trigger Gyrfalcon's Volatile; weakening dust thins a target before the charged shot. | |
| Grenade | Lingering Void well; with Echo of Undermining it weakens, stacking Expanding Abyss with the catalyst. | |
| Aspect 1 | Any elemental-debuffed kill → invis + Truesight. The catalyst's weaken is the debuff — every charged-shot kill re-cloaks you. | |
| Aspect 2 | Dodge → invis, the second reliable Gyrfalcon trigger; lets you re-arm Volatile Rounds without a kill. |
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.
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:
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.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Void Siphon 3e fill | Rapid Void weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (6/10) | 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. |
| Momentum Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Void Resistance 1e fill | 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 (5/10) | 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. |
| Recuperation 1e fill | Replenishes health each time you pick up an Orb of Power. | |
| Better Already 1e fill | Your health begins to regenerate immediately after picking up an Orb of Power. | |
| Class Item (4/10) | Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Bomber 1e fill | Reduces grenade cooldown when using your class ability. | |
| Powerful Attraction 2e fill | 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.