✓ Manifest Void · Heavy · 15 RPM · No intrinsic champion
Centerpiece: Truth (Rocket Launcher · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Tracking heavy-DPS finisher, fired from safety behind an overcharged Void Super Sandbox: 9.7.0 · Updated 2026-07-03
Truth doesn't ask you to aim. Hold down sights, let the rockets lock, and they hunt the target around cover — then a full magazine rolls the next one into a faster, cluster-bombing, hyper-tracking volley. Your job as a Hunter is to manufacture Orbs of Power non-stop so a Void Super stays overcharged, cast it for the heal and overshield, then empty Truth into whatever's left while invis keeps you untouchable between shots.
The weapon
Prototype Trueseeker (intrinsic):"This weapon's rockets have tracking. Lock onto targets when aiming down sights. Landing hits with a full magazine grants ammo and boosts the next magazine with increased tracking strength, stability, fire rate, and cluster bombs."
Catalyst — Reaper's Tithe:"Multiple simultaneous final blows queue up a stacking damage buff. Timer starts on next weapon fire; final blows extend this timer."
What it does: Truth is a Void Heavy rocket launcher with built-in target lock — aim down sights and its rockets paint the target, then curve to it around cover. Land a full magazine of hits and the weapon refunds ammo and supercharges the next magazine: stronger tracking, more stability, a higher fire rate, and cluster bombs (extra submunitions per rocket, so more total damage). The catalyst rewards the trash you clear before the boss — rack up several near-simultaneous kills and you bank a stacking damage buff; firing Truth starts the timer, and further kills extend it, so the add-clear phase literally buffs the damage phase. It stuns no champion type intrinsically (see Verify notes), so champion duty is offloaded to the other two slots.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invis + weaken + the cleanest Hunter orb economy to keep the Super overcharged.
Super
Shadowshot: Deadfall
Weaken + suppress on the boss makes every Truth rocket hit harder for the team; the tether also groups packs for catalyst multi-kills. (Moebius Quiver is the alt if you'd rather the Super be the spike.)
Class ability
Gambler's Dodge
Near enemies it refunds melee; the dodge is your invis button (Vanishing Step) and your orb vacuum (Powerful Attraction).
Movement
Triple Jump
Three-stage air control to reposition onto a firing angle and hold ADS while the rockets track a moving boss.
Melee
Snare Bomb (Quickfall)
Smoke weakens and makes you invisible — feeds Stylish and stacks the weaken multiplier on Truth.
Grenade
Magnetic Grenade
Attaches and double-detonates a priority; with Echo of Undermining it applies a precise weaken on the boss before the rocket.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invis + Truesight; weaken and volatile kills trigger it constantly for near-permanent invis.
Aspect 2
Vanishing Step
Dodging makes you invisible (+2 Aspect energy) — free, reliable invis to re-enter the kill→orb loop and reposition for the next volley.
Weaken delivery → orb + Breach fuel → Devour sustain → Super energy → volatile Void rounds.
Exotic armour
Star-Eater Scales (Leg Armor)
Orbs overcharge the Super for a heal + overshield on cast — the safety button you press right before each Truth volley.
Weapons
Void primary (add-clear) + champion-stunning Special
The primary makes orbs and banks catalyst multi-kills; the Special covers the champion type Truth can't.
Fragments
Echo of UnderminingVoid grenades apply Weaken — the multiplier on Truth) · Echo of Harvest (weakened kills spawn an Orb of Power + Void Breach — the fuel for Star-Eater's overcharge) · Echo of Starvation (pick up Orb/Breach → Devour for sustain between volleys) · Echo of Reprisal (kills while surrounded → Super energy, stacking with the orb feed) · Echo of Instability (grenade kills grant Volatile Rounds to Void weapons — Truth is Void, so its rockets go volatile for chip detonations
Why it works (the mechanics)
Orbs → overcharged Super → heal + overshield → fire Truth. Star-Eater turns Orbs of Power into Super energy, and once the Super is full, every further orb overcharges it (up to 6 stacks). The Nightstalker engine — Echo of Harvest on weakened kills plus Orb-on-kill mods on the Void primary — floods orbs, so the Super sits overcharged. Cast it for the healing burst and overshield, then immediately dump Truth into the boss, entering the damage phase topped-up and safe.
Weaken is a damage multiplier that rides every rocket. Deadfall, Magnetic Grenade + Echo of Undermining, and Snare Bomb all apply Weaken. Weaken stacks on top of Truth's own damage and the catalyst buff, for the whole fireteam — so the same debuffs that trigger Stylish and invis also inflate every rocket.
The catalyst makes add-clear be boss prep. Reaper's Tithe banks a stacking damage buff off near-simultaneous kills. Deadfall groups the pack, the Void primary deletes it for multi-kills, the buff queues, and firing Truth spends it on the priority target — then any further kills extend the timer through the DPS window.
Full-mag refund + cluster ramp rewards committing the whole magazine. Landing a full magazine refunds ammo and supercharges the next one (more cluster bombs, fire rate, tracking). On a tethered, weakened boss the first mag lands clean, so the second is the real spike — and the tracking means you keep hitting even as the boss moves or you dodge for safety.
Echo of Instability makes Truth's rockets volatile. A grenade kill grants Volatile Rounds to your Void weapons; Truth is Void, so its rockets gain volatile detonations — extra AoE chip that also helps the catalyst's multi-kill trigger on a pack.
Invis is the connective tissue, not a gimmick. Vanishing Step (dodge) and Stylish (debuffed kill) keep you invisible between volleys, while Echo of Starvation's Devour heals on every Orb or Breach pickup. You reload Truth, reposition, and re-ADS from safety instead of tanking the boss's return fire.
Stats & mods
Super 200 → Weapons → Class. Super is the priority because Star-Eater's entire value is Super uptime and overcharge; Weapons second for raw rocket and primary damage; Class for dodge (invis + orb vacuum) regen. Health is the dump stat — Devour, the overshield, and invis already cover survivability.
Archetype lean: pieces favouring Super/Weapons up front (Powerhouse-style), with Class on the legs or class item. Stat tuning: +Super/−Health and +Weapons/−Health.
Arms: Grenade Font (weaken delivery online faster) · Heavy Ammo Finder / Fastball.
Chest: Void + Arc + Solar Resistance (flat DR under the overshield and invis).
Class item:Powerful Attraction (dodge vacuums every orb into Star-Eater) · Reaper (dodge → next kill spawns an extra orb) · Bomber/Outreach for dodge regen.
Surge: Void Weapon Surge — keeping the whole loadout Void means one surge mod serves everything.
Anti-Champion: none on the centerpiece — carried by the Special slot's archetype (Anti-Champion 2.0) + Deadfall's suppress.
Artifact — Slayer Baron Apothecary Satchel
The Void half of this artifact is the engine room for the build's Weaken → Void Breach → Devour → Orb loop, and Supernova turns every Breach you pick up into a free weakening pulse that rides the next Truth volley. Champion duty stays on the Special slot and Deadfall's suppress, exactly as the build intends.
Power From Pain — rapid final blows on weakened combatants grant Devour and create a Void Breach, the build's core fuel loop.
The Thick Of It — rapid final blows while surrounded bank Armor Charge for your boots' Surge and resist mods.
Void Renewal — while Devour is active, Void weapon final blows have a chance to generate a Void Breach; Truth and the Void primary both qualify.
Curative Orbs — shield breaks mint Orbs of Power and grant health, feeding Star-Eater's overcharge and sustaining you.
Debilitating Wave — finishers emit a wave matching your Void Super, weakening packs for free before the rocket.
Supernova — picking up a Void Breach makes your next source of Void damage a large weakening pulse, stacking the multiplier on Truth.
Old God's Rite — after a Breach pickup, Void-weapon damage rains seeking projectiles for extra add-clear and catalyst multi-kills.
Where it shines
Boss and miniboss DPS (raids, dungeons, GMs): the canonical Hunter rocket rotation — overcharge the Super off orbs, cast for heal + overshield, then empty a weakened, catalyst-buffed Truth with the second mag's cluster ramp. Tracking lets you dodge for safety mid-DPS and still land every rocket.
Add-dense rooms: Deadfall + Void primary + Echo of Instability volatile clears packs, which is exactly what banks the Reaper's Tithe stack and floods the orbs that keep the Super overcharged for the next priority target.
Champion coverage: Truth carries no intrinsic champion stun. Coverage comes from the Special slot's archetype (Barrier / Unstoppable / Overload per Anti-Champion 2.0) plus Deadfall's suppress and weaken thinning champion health for the team. Slot your stun weapon to the activity's champion mix; Truth is the finisher, not the stunner.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Arms (3/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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)
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.
Outreach1e
Reduces melee cooldown when using your class ability.
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).