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Void

Third Iteration — Charged Shot (Void Hunter)

Weakening primary that snipes priority targets and feeds a Void-weapon invis loop
✓ Manifest Void · Primary · 200 RPM · No intrinsic champion

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

SlotPickWhy
SubclassNightstalker (Void)The iconic Void-weapon Hunter; invis + weaken are exactly what this gun manufactures.
SuperShadowshot: DeadfallDramatic weaken + suppress + groups the pack — a team debuff floor under the gun's own weaken, and a champion answer.
Class abilityMarksman's DodgeReloads the scout on demand between charged shots; pairs with Stylish for the invis loop.
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, stacking Expanding Abyss with the catalyst.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight. The catalyst's weaken is the debuff — every charged-shot kill re-cloaks you.
Aspect 2Vanishing StepDodge → invis, the second reliable Gyrfalcon trigger; lets you re-arm Volatile Rounds without a kill.
Fragments (4)

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)

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:

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

The other two weapon slots

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 (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (5/10)Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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.