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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invis + weaken + the cleanest Hunter orb economy to keep the Super overcharged.
Super
Shadowshot: Deadfall
35% 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 ability
Gambler's Dodge
Near enemies it refunds melee; the dodge is your invis button (Vanishing Step) and your orb vacuum (Powerful Attraction).
Melee
Snare Bomb (Quickfall)
Smoke weakens + makes you invisible — feeds Stylish, feeds the weaken multiplier on Truth.
Grenade
Magnetic Grenade
Attaches + double-detonates a priority; with Echo of Undermining it's a precise weaken on the boss before the rocket.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight. Weaken/volatile kills trigger it constantly → invis uptime + the See-Me finisher loop.
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.
Fragments (5)
Echo of UnderminingVoid grenades weaken — the multiplier on Truth
Echo of Harvestweakened kills → Orb of Power + Void Breach — the fuel for Star-Eater's overcharge
Echo of Starvationpick up Breach/Orb → Devour for sustain between volleys
Echo of Reprisalkills while surrounded → Super energy — stacks with orb feed to keep the Super up
Echo of Instabilitygrenade kills → Volatile Rounds on Void weapons — Truth is a Void weapon, so its rockets/clusters go volatile for chip detonations
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:
Primary — any Void weapon with strong add-clear (e.g. a Void auto/pulse/SMG; Destabilizing Rounds is bonus). It procs Echo of Instability's Volatile Rounds, makes the orbs that overcharge the Super, and racks the catalyst's multi-kills. Keeping the whole loadout Void means one element surge mod and one weaken multiplier serve everything.
Special — a champion-stunning weapon for the slot Truth can't cover. Pick the archetype your activity needs (Anti-Champion 2.0: Aggressive/High-Impact → Unstoppable; Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload). A Void Special (e.g. a Barrier-capable Adaptive sniper/shotgun) keeps the all-Void theme; Deadfall's suppress mops up Overload behaviour and ability-spam elites.
Why this 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. The Nightstalker engine (Echo of Harvest on weakened kills + any add-clear with Orb-on-kill mods) floods orbs, so the Super sits overcharged. Cast it for the healing burst and overshield, then immediately dump Truth — you enter the damage phase topped-up and safe.
Weaken is a damage-bucket multiplier that rides every rocket. Deadfall (35%), Magnetic Grenade + Echo of Undermining, and Snare Bomb all 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/invis also inflate the 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, your 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 mag refunds ammo and supercharges the next mag (more cluster bombs, fire rate, tracking). On a tethered/weakened boss the first mag lands clean → the second mag is the real spike. Tracking means you keep hitting even as the boss moves or you dodge for safety.
Echo of Instability makes Truth's clusters volatile. A grenade kill grants Volatile Rounds to your Void weapons; Truth is Void, so its rockets and cluster submunitions 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; Echo of Starvation's Devour heals on every Orb/Breach pickup. You reload Truth, reposition, and re-ADS from a position of 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/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:
Helmet: Harmonic Siphon (Void multikills → Orbs — the overcharge fuel) · Ashes to Assets (Super on grenade kills) · Dynamo (Super on dodge).
Gauntlets: Grenade Font (weaken delivery online faster) · Heavy Ammo Finder / Fastball.
Chest: Void + Arc + Solar Resistance (flat DR under the overshield/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.
Heavy ammo: Heavy Finder/Scavenger so Truth's reserves are topped for the DPS window; the full-mag refund stretches what you carry.
Where it shines
Boss / miniboss DPS (raids, dungeons, GMs): the canonical Hunter rocket rotation — overcharge the Super off orbs, cast for heal+overshield, then empty a weakened-and-catalyst-buffed Truth with the second mag's cluster ramp. Tracking means you can dodge for safety mid-DPS and still land every rocket.
Champions: Truth carries no intrinsic champion stun — coverage comes from the Special slot's archetype (Barrier/Unstoppable/Overload per Anti-Champion 2.0) and from Deadfall's suppress + weaken thinning champion health for the team. Slot your stun weapon to the activity's champion mix; Truth is the finisher, not the stunner.
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.