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Void

Truth — Trueseeker (Void Hunter)

Tracking heavy-DPS finisher, fired from safety behind an overcharged Void Super
Truth on light.gg
✓ 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

SlotPickWhy
SubclassNightstalker (Void)Invis + weaken + the cleanest Hunter orb economy to keep the Super overcharged.
SuperShadowshot: DeadfallWeaken + 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 abilityGambler's DodgeNear enemies it refunds melee; the dodge is your invis button (Vanishing Step) and your orb vacuum (Powerful Attraction).
MovementTriple JumpThree-stage air control to reposition onto a firing angle and hold ADS while the rockets track a moving boss.
MeleeSnare Bomb (Quickfall)Smoke weakens and makes you invisible — feeds Stylish and stacks the weaken multiplier on Truth.
GrenadeMagnetic GrenadeAttaches and double-detonates a priority; with Echo of Undermining it applies a precise weaken on the boss before the rocket.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target grants invis + Truesight; weaken and volatile kills trigger it constantly for near-permanent invis.
Aspect 2Vanishing StepDodging makes you invisible (+2 Aspect energy) — free, reliable invis to re-enter the kill→orb loop and reposition for the next volley.
FragmentsUndermining · Harvest · Starvation · Reprisal · InstabilityWeaken delivery → orb + Breach fuel → Devour sustain → Super energy → volatile Void rounds.
Exotic armourStar-Eater Scales (Leg Armor)Orbs overcharge the Super for a heal + overshield on cast — the safety button you press right before each Truth volley.
WeaponsVoid primary (add-clear) + champion-stunning SpecialThe primary makes orbs and banks catalyst multi-kills; the Special covers the champion type Truth can't.
Fragments

Why it works (the mechanics)

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.

Mods:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Arms (3/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces incoming Solar damage from combatants.
Void Resistance 1e fillReduces incoming Void damage from combatants.
Legs (7/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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).