One trigger pull does three jobs: it shoves the target off you, it suppresses its abilities, and it dramatically weakens it for the whole fireteam. Weaken is a debuff-bucket multiplier that stacks on top of every other weapon's damage, so the Tractor's real output isn't its pellets — it's the +30% damage everyone else now does to whatever you tagged. Wrap it in a Void Hunter and the suppress/weaken it sprays also feeds Stylish Executioner and Gyrfalcon's Volatile Rounds. The gun is a buff button you fire at the boss.
The weapon
Repulsor Force (intrinsic):"This weapon emits a powerful impulse that pushes targets away, suppressing their abilities and dramatically weakening them. Strong against [Disruption] Overload Champions."
Catalyst — Deeper Pockets:"Increased ammo reserves."
What it does: a one-shot Void shotgun blast that knocks targets back, suppresses them (cancels active abilities, stops regen — handles Overload behaviour and ability-spam elites) and applies the strong "boss" Weaken — a +30% incoming-damage debuff for 10 seconds that lives in its own multiplier bucket, so it multiplies your fireteam's entire damage output against the target on top of surges, Volatile, Radiant, everything. The intrinsic Overload-champion stun means firing it at a champion both stuns it and weakens it. The catalyst is pure quality-of-life — the Clarity numbers show it raises the magazine from 4 to 7 and grants 50 ammo generation, so you can re-weaken on cooldown instead of starving for Power bricks between shots.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Weaken/suppress/invis is the native Void verb set — the Tractor's debuff is a subclass keyword, not a one-off.
Super
Shadowshot: Deadfall
Team-wide dramatic Weaken + suppress + groups the pack — a second, ranged copy of the Tractor's debuff for when the gun is on cooldown or out of range.
Class ability
Marksman's Dodge
Reloads the Tractor on demand (its short mag wants topping up between weakens).
Movement
Triple Jump
Air control to peek-weaken priority targets from cover.
Melee
Snare Bomb
Trap that weakens on trigger + grants invis — another debuff source, and invis arms Gyrfalcon.
Grenade
Magnetic Grenade
Sticks + double-detonates; with Echo of Undermining it weakens, so it's a precise extra Weaken delivery.
Aspect 1
Stylish Executioner
Defeating a weakened/suppressed/volatile target → invis + Truesight. The Tractor manufactures all three states, so kills near it trigger this constantly.
Aspect 2
Vanishing Step
Dodging → invis. Pairs with Marksman's Dodge (reload the Tractor and go invis in one button) → Gyrfalcon Volatile on the way out.
Fragments
Undermining · Harvest · Starvation · Cessation
Each either makes a debuff or cashes in a debuffed kill — the four that close the weaken → invis → Devour loop.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Volatile Rounds out of invis arm the Tractor itself; finisher-while-invis buffs all weapons and hands the team a reserve overshield.
Weapons
Void Primary + heavy-DPS Special/Power
A Void auto/pulse cashes the surge and Volatile Rounds; the DPS payload (Linear, Rocket, Sword) is what actually spends the Tractor's +30% Weaken on the boss.
Fragments
Echo of UnderminingVoid grenades weaken — adds the grenade as a weaken source
Echo of Harvestdefeating weakened targets → Orb of Power + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — full heal + grenade refund on kills
Echo of Cessationfinisher → Void burst that makes nearby targets volatile
Why it works (the mechanics)
The Tractor's value is the debuff, not the gun. Weaken sits in its own multiplier bucket (+30% to the target from everyone, for 10 seconds per Clarity), so the optimal play is to not try to kill with it — fire it at the boss/champion, then swap to your Power weapon and let the whole fireteam cash the +30%. It's the single biggest team DPS multiplier you can carry that doesn't cost a Super.
Suppress is the Overload answer and an ability-spam kill switch. The intrinsic Overload stun is bespoke (Repulsor Force is intrinsically Anti-Overload, not archetype-derived), and suppress cancels overload/teleport/heal scripts on elites. One blast both stuns the champion and weakens it for the team's burst.
Every Void verb here is one debuff feeding the next. Tractor weakens → Stylish gives invis on the weakened kill → Vanishing Step/Marksman's Dodge keep invis topped → emerge → Gyrfalcon Volatile Rounds apply to the Tractor's own pellets → Volatile/weakened kills → Echo of Harvest → Orb + Breach → Echo of Starvation → Devour. The gun starts a loop that pays for survivability and add-clear.
Deadfall is the Tractor's understudy. When the gun's on cooldown or the target's at range, Shadowshot applies the same dramatic Weaken + suppress to a whole pack — you're never without the debuff. (Weaken does not stack with itself — Tractor and Deadfall are redundant uptime/range sources of the same +30%, not additive to +60%.)
Devour makes it greedy-safe. Weakened kills — which you make nonstop — spawn the Breach/Orb that grants Devour, so you full-heal on kill and refund the grenade. You can dive into shotgun range to weaken without dying for it.
Finisher-while-invis is free value. You're invisible almost constantly (Vanishing Step + Stylish + Snare Bomb), so Gyrfalcon finishers grab the loadout-wide damage bonus and hand the fireteam a reserve overshield with no setup cost.
Stats & mods
Weapons 200 → Health → Class. Weapons juices the Volatile-armed Tractor and your other guns vs minors/majors; Health for survivability behind Devour; Class feeds dodge (your invis + reload button). Grenadier/support lean — the build wins by uptime, not raw Weapons breakpoints.
Mods:
Boots: Void Weapon Surge ×2 (Void damage onto the Tractor and your other Void gun) · Orbs of Restoration.
Arms: Grenade Font · Melee Font (toward Snare Bomb / Magnetic uptime).
Chest: Arc/Solar/Void Resistance (flat DR under Devour + Gyrfalcon overshield).
Class item: Powerful Attraction (dodge vacuums orbs → Starvation Devour) · Bomber (grenade energy on dodge).
Surge: Void Weapon Surge (matches the centerpiece and your Void primary).
Anti-Champion: Overload is intrinsic to the Tractor; bring an Anti-Barrier / Unstoppable archetype (or artifact mod) on the Primary/Power slots for the other two.
Artifact — NPA Repulsion Regulator
The dedicated Void artifact, and a perfect match for a pure-Void Nightstalker: it turns the Tractor's Orb/Breach economy into more Volatile, more overshield, and more Weaken, while extending Overload coverage. The Tractor handles Overload intrinsically; Overload Grenades adds a second Overload source so your Void grenade stuns too.
Volatile Flow grants Volatile Rounds on Orb pickup — a third Volatile source feeding the Gyrfalcon loop, no invis required.
Unto The Breach makes Void-debuffed kills spawn Void Breaches — the Tractor weakens nonstop, so this floods Breaches into Echo of Starvation Devour.
Protective Breach turns a Void Breach into an overshield, stacking on Gyrfalcon's reserve overshield for layered survivability.
Counter Charge banks Armor Charge on Champion stun — the Tractor's Overload stun now feeds your Surge mods.
Overload Grenades lets Magnetic/Void grenades stun Overloads — a second champion-stun source beyond the gun.
Supernova makes picking up a Void Breach turn your next Void damage into a weakening pulse — extra team Weaken straight off your Breach pickups.
Where it shines
Endgame boss DPS (raids, GMs, dungeons): the Tractor + Deadfall double-Weaken is one of the highest single-target damage multipliers a Hunter can bring to a fireteam — pop Weaken, everyone dumps Power. Pure support carry.
Survivability content (−30/−40): Devour + Gyrfalcon reserve overshield + near-permanent invis (Vanishing Step + Stylish + Snare Bomb) — you debuff from the shadows and heal on every weakened kill.
Champion coverage:Overload intrinsically (bespoke Anti-Overload on Repulsor Force) — suppress also neuters overload regen/teleport. Barrier/Unstoppable are NOT covered by the Tractor; pick those up via your Primary/Power archetypes or Overload Grenades on the grenade.
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 (3/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect 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 (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
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: your Void primary). - **Anti-Champion:** Overload is intrinsic to the Tractor; bring an Anti-Barrier / Unstoppable archetype (or artifact mod) on the Primary/Power slots for the other two.