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Void

Truth — Trueseeker (Hunter)

Tracking heavy-DPS + champion finisher, fed by an overcharged Void Super
✓ Manifest Void · Heavy · 15 RPM · No intrinsic champion

Weapon: Truth (Rocket Launcher · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Tracking heavy-DPS + champion finisher, fed by an overcharged Void Super Sandbox: 9.7.0 · Created 2026-06-16

Truth doesn't ask you to aim. ADS, let the rockets lock, and they hunt the target around cover — then a full mag rolls the next mag into a faster, cluster-bombing, hyper-tracking volley. The Hunter job is to manufacture Orbs of Power non-stop so a Void Super stays overcharged (Star-Eater), cast it for the heal+overshield, and immediately empty Truth into whatever's left. Add the catalyst and a wave of trash kills stacks a damage buff that rides the rocket. Invis keeps you alive between volleys; weaken makes every rocket hit harder.

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 with built-in target lock — ADS paints the target and rockets curve to it. Empty a full magazine into hits and the weapon refunds ammo and supercharges the next mag: more tracking, stability, fire rate, and cluster bombs (extra submunitions per rocket = 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 the weapon starts its timer and further kills extend it — so the add-clear phase literally buffs the boss-damage phase. It stuns no champion type intrinsically (see Verify notes) — 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: Deadfall35% weaken + suppress on the boss → every Truth rocket hits harder for the whole team; 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).
MeleeSnare Bomb (Quickfall)Smoke weakens + makes you invisible — feeds Stylish, feeds the weaken multiplier on Truth.
GrenadeMagnetic GrenadeAttaches + double-detonates a priority; with Echo of Undermining it's a precise weaken on the boss before the rocket.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight. Weaken/volatile kills trigger it constantly → invis uptime + the See-Me finisher loop.
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.
Fragments (5)

Exotic armour — Star-Eater Scales (Leg Armor). Feast of Light: "You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield."

The other two weapon slots:

Why this works (the mechanics)

Stats & mods

Super 200 → Weapons → Class. Super is the priority because Star-Eater's entire value is Super uptime/overcharge; Weapons second for raw rocket/primary damage; Class for dodge (invis + orb vacuum) regen. Health is the dump stat — Devour + overshield + invis already cover survivability.

Archetypes: pieces favouring Super/Weapons (Powerhouse-style) up front, Class on the legs/class item. Stat tuning: +Super/−Health and +Weapons/−Health.

Mods, by piece:

Where it shines