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
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 that groups the pack — a team debuff floor under the gun's own weaken, and the suppress covers Overload behaviourally.
Class ability
Marksman's Dodge
Instantly reloads the scout between charged shots and vacuums nearby ammo; pairs with Vanishing Step for the invis loop.
Movement
Strafe Jump
Tight mid-air control to hold the ADS charge and line up the precision slug.
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, and it's the anchor for the artifact's Overload Grenades stun.
Aspect 1
Stylish Executioner
Any 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 2
Vanishing Step
Dodge → invis, a reliable Gyrfalcon trigger that lets you re-arm Volatile Rounds without needing a kill.
Emerge from invis and Third Iteration gains Volatile Rounds — the gun's marked-kill cloak feeds this directly.
Weapons
Unstoppable special + boss-DPS Heavy
The scout breaks no champion intrinsically, so the Special covers Unstoppable; any Heavy collects the weaken discount for DPS.
Fragments
Echo of UnderminingVoid grenades weaken → Vortex feeds Deadfall's weaken floor and Overload Grenades
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 Volatile source independent of invis). Drop Instability for Echo of Persistence if you want longer invis/Devour windows
Why it 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 softens each champion's health bar. Vortex + Echo of Undermining lays down a second weaken source so the debuff floor never drops.
The gun cloaks itself, then Gyrfalcon arms it. A marked-target kill or a precision Amalgamation kill grants invisibility and truesight straight off the weapon — no aspect required. Emerge from that invis and Gyrfalcon's See Me, Feel Me gives Third Iteration Volatile Rounds for ~9 seconds. So one charged kill now lands the mark, the weaken, and re-arms Volatile: 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 — while Vanishing Step gives a dodge-based cloak. Between the gun's own marked-kill invis and two aspect sources, Volatile Rounds uptime on the primary is effectively permanent.
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 — and the artifact's Volatile Flow turns those same orbs into another Volatile source.
The artifact closes the Overload gap the gun can't. Overload Grenades makes Vortex stun Overload champions; Deadfall's suppress backs it up. Unto The Breach + Protective Breach + Supernova recycle the gun's weakened kills into Void Breaches, overshields, and a free weakening pulse — the weapon's output is the artifact's fuel.
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, with bonus damage to anything already marked. You rarely need a second primary, which frees both other slots for champion coverage and boss DPS.
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.
Volatile Flow grants your Void weapons Volatile Rounds on orb pickup — the build farms orbs off weakened kills, so this is a Volatile source that runs even between invis windows, layered on top of Gyrfalcon.
Unto The Breach creates a Void Breach on any Void-debuffed kill while a Void subclass is equipped — every weakened charged kill now coins a Breach for free.
Protective Breach turns Breach pickup into a fresh overshield, stacking with Gyrfalcon's reserve overshield for near-constant Void damage resistance.
Overload Grenades makes Vortex stun Overload champions — this is the build's Overload coverage, since the scout breaks no champion on its own.
Bricks From Beyond drips Heavy ammo from Void-weapon powerful kills to feed whatever DPS Heavy you bring.
Supernova makes your next Void hit after a Breach pickup fire a large weakening pulse — spreading the catalyst's weaken hands-free.
Void Weapon Channeling adds flat Void-weapon damage after a Void kill while a Void ability is charged — bonus damage straight onto Third Iteration.
Where it shines
GMs / −30/−40 content: weaken + the marked-target bonus let a primary meaningfully chunk minibosses, and Devour + reserve overshields keep you alive. Deadfall is the team debuff for the boss/DPS phase.
Champion-dense rooms: Overload Grenades stun Overloads through Vortex, Deadfall's suppress backs it up, and the weakening blast softens whatever's behind them for the team.
Add-clear corridors: hip-fire spread + Volatile detonations + Supernova's weakening pulse chain through packs while orbs and Devour flood in.
Champion coverage: Third Iteration breaks no champion intrinsically (manifest: no anti-champion frame). Overload is covered by the artifact's Overload Grenades on Vortex (plus Deadfall suppress). Barrier and Unstoppable are the gaps — bring them on the Special/Heavy slots.
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 (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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.
Chest (5/10)
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
Legs (7/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces 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).