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Void

Turncoat — Latent Overshield Engine (Hunter)

Self-empowering Void primary that buys its own overshield and weakens the room
✓ Manifest Void · Primary · 140 RPM · No intrinsic champion

Weapon: Turncoat (Hand Cannon · Primary · Void) · Subclass: Nightstalker (Void) · Role: Self-empowering Void primary that buys its own overshield and weakens the room Sandbox: 9.7.0 · Created 2026-06-16

A Void hand cannon you charge like a battery. Land hits to build Latent Power; cash it in to enter Unleashed Power — faster fire, tighter hip-fire, and every shot weakens what it touches. Let it ride too long and Overwhelming Power starts eating you — so the skill is knowing when to reload out. The catalyst turns that exit into a Void Overshield, and a Void Hunter built around invis, Volatile, and Repulsor Brace makes the overshield permanent and the weaken a team debuff. Discipline in, defence out.

The weapon

Turncoat (intrinsic, verbatim from `docs/encyclopedia/exotics.md`):

Dealing damage builds Latent Power; precision hits and final blows build more. At full power, hold [Alternate Weapon Action] to trigger Unleashed Power, empowering the weapon with increased rate of fire and hip-fire accuracy and causing shots to weaken targets. After a short time, it becomes Overwhelming Power, which deals damage to you over time. Reload or stow the weapon to end these effects.

Catalyst — Void Mastery (verbatim from `docs/encyclopedia/catalysts.md`):

When empowerment ends, you gain a Void Overshield, the strength of which depends on how long you were empowered.

What it does: Turncoat is a Void primary hand cannon with a charge-and-spend gimmick. Normal fire builds Latent Power (precision hits and kills build it faster). At full charge you hold the Alternate Weapon Action to go Unleashed Power — a buffed window of higher RPM, better hip-fire, and every shot weakens the target. That window decays into Overwhelming Power, a damage-over-time penalty that punishes you for greedy uptime, until you reload or stow to cancel. The catalyst rewards ending the window cleanly: the longer you held Unleashed Power, the bigger the Void Overshield you bank when it ends. So the gun's own rhythm — charge, unleash, weaken a pack, reload out before it bites — hands you a refreshing overshield and sprays weaken across the room on every cycle. This build wires that one weapon into a Void subclass that turns both outputs (overshield + weaken) into a perpetual-motion machine.

Loadout

SlotPickWhy
SubclassNightstalker (Void Hunter)The only subclass that compounds both Turncoat outputs: Void Overshield (catalyst) and weaken (Unleashed Power). Invis + Volatile + Repulsor Brace all live here.
SuperShadowshot: DeadfallHeavy weaken + suppress that groups a pack — pre-weakens the targets Turncoat then mows, and the tether's weaken feeds Echo of Harvest for the whole team.
Class abilityGambler's DodgeMelee energy near enemies → keeps Smoke Bomb/Snare up to drive the invis loop that powers Gyrfalcon. (Marksman's Dodge if you'd rather auto-reload Turncoat to cancel Overwhelming Power on demand.)
MovementTriple JumpAir control to reposition during the Unleashed window and bait packs into the tether.
MeleeSnare Bomb (Quickfall)Smoke detonation → invis on the trap; entering invis is what arms Gyrfalcon's Volatile Rounds for Turncoat.
GrenadeMagnetic GrenadeAttaches and double-detonates; with Echo of Undermining it's a precise weaken delivery (and a Volatile-Rounds source via Echo of Instability).
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target → invis + Truesight. Turncoat weakens everything in the Unleashed window, so every kill in that window is a Stylish trigger → invis → Gyrfalcon arms Volatile on Turncoat.
Aspect 2Vanishing StepDodging makes you invisible — a second, on-demand invis source so Gyrfalcon's Volatile Rounds are never more than a dodge away, independent of kills.

Fragments (Void, 4–5 slots):

Why this works (the mechanics)

Stats & mods

Priority: Weapons 200 → Health 100+ → Class → Grenade. Weapons is raw PvE hand-cannon damage and is the whole point of running an exotic primary; Health to 100 because Persistence docks −10 Health and you want the resist floor under the overshield; Class feeds Gambler's/Vanishing dodge frequency (and Persistence docks −10 Class too); Grenade for Magnetic uptime. Note Echo of Persistence's stat penalty (−10 Class, −10 Weapons, −10 Health) is the price of the longer overshield — build the gear to absorb it.

Archetypes: lean Gunner / Specialist pieces (Weapons + Class favoured).

Mods:

Where it shines

The other two slots

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (3/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (5/10)Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (9/10)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.
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.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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.

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).