Centerpiece: Turncoat (Hand Cannon · Primary · Void) · Subclass: Nightstalker (Void) · Role: Self-empowering Void primary that banks its own overshield and sprays weaken across the room Sandbox: 9.7.0 · Updated 2026-07-03
A Void hand cannon you charge like a battery. Land hits to build Latent Power, then cash it in to enter Unleashed Power — faster fire, tighter hip-fire, and every shot weakens what it touches. Ride it too long and Overwhelming Power starts eating you, so the skill is knowing when to reload out. The catalyst turns that clean exit into a Void Overshield, and a Nightstalker built around invis, Volatile and Repulsor Brace makes the overshield near-permanent and the weaken a team debuff.
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.
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 140 RPM Adaptive-frame Void primary hand cannon with a charge-and-spend gimmick. Normal fire builds Latent Power — precision hits and final blows build it faster. At full charge you hold the Alternate Weapon Action to enter Unleashed Power: a buffed window of higher rate of fire and hip-fire accuracy where every shot weakens the target. That window decays into Overwhelming Power, a damage-over-time penalty that punishes greedy uptime until you reload or stow to cancel it. The catalyst rewards ending the window cleanly — the longer you held Unleashed Power, the bigger the Void Overshield you bank. 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 both outputs — overshield and weaken — into a Void subclass that turns them into a perpetual-motion machine.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void Hunter)
The only subclass that compounds both Turncoat outputs — Void Overshield (catalyst) and weaken (Unleashed Power). Invis, Volatile and Repulsor Brace all live here.
Super
Shadowshot: Deadfall
Heavy 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 ability
Gambler's Dodge
Melee energy near enemies keeps Snare Bomb 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.)
Movement
Triple Jump
Air control to reposition during the Unleashed window and bait packs into the tether.
Melee
Snare Bomb (Quickfall)
Smoke detonation grants invis on the trap; entering invis is what arms Gyrfalcon's Volatile Rounds for Turncoat.
Grenade
Magnetic Grenade
Attaches and double-detonates; with Echo of Undermining it's a precise weaken delivery on a priority target.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants 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 2
Vanishing Step
Dodging makes you invisible — a second, on-demand invis source so Gyrfalcon's Volatile Rounds are never more than a dodge away, independent of kills.
Extend the overshield/invis, add weaken and Volatile sources, and convert weakened kills into Orbs, Void Breaches and Devour.
Exotic armour
Gyrfalcon's Hauberk (Chest)
See Me, Feel Me grants Void weapons Volatile Rounds on emerging from invis — the invis loop keeps Turncoat Volatile almost permanently.
Weapons
Void Special w/ Repulsor Brace + heavy MG/Rocket
The Repulsor secondary converts Turncoat's weaken into extra overshield on every kill; the heavy covers boss/champion DPS a primary can't burst.
Fragments
Echo of Persistence · Echo of Undermining · Echo of Harvest · Echo of Starvation · Echo of Instability
Why it works (the mechanics)
The catalyst and the gun's penalty form a self-correcting loop. Unleashed Power wants to be cancelled (Overwhelming Power hurts), and the catalyst pays you for cancelling it — Void Overshield scaled to how long you held it. So the optimal play (ride the weaken window, reload out before the DoT) is exactly the play that maximises the overshield. Echo of Persistence then stretches that overshield so it's still up when the next cycle ends. The gun defends you for using it correctly.
Turncoat's weaken is the keystone debuff three systems eat from. Unleashed Power weakens every target it hits, and weaken is a debuff-bucket multiplier that stacks on top of every other weapon's perks for the whole fireteam. That same weaken triggers Stylish Executioner (any debuffed kill → invis), feeds Echo of Harvest (weakened kills → Orb + Void Breach), and thins champion/boss health for your heavy. One gun perk, three downstream engines.
Gyrfalcon's Hauberk turns invis into Volatile Rounds on Turncoat.See Me, Feel Me grants your Void weapons Volatile Rounds when you emerge from invisibility. The Unleashed weaken kills feed Stylish invis; emerge and Turncoat is now Volatile, so its shots detonate Void bursts that clear adds and (with Repulsor Brace) grant more overshield. Vanishing Step gives the same off a plain dodge when you're not killing, so invis is never more than one action away.
Repulsor Brace double-banks the overshield off the weaken.Repulsor Brace: defeating a Void-debuffed target grants an overshield. Turncoat weakens the whole room, so any Void-debuffed kill — by Turncoat or your secondary — tops the overshield independently of the catalyst. Roll Repulsor Brace on your secondary Void weapon and you have two overshield sources (catalyst on the spend, Repulsor on the kill) layered over Devour. You are functionally always overshielded.
The orb economy quietly reloads everything.Echo of Harvest makes Turncoat's weakened kills spew Orbs and Void Breaches; Echo of Starvation turns each pickup into Devour (full heal + grenade energy). Devour grenades feed Echo of Undermining weaken and Echo of Instability Volatile, driving more weakened kills, more orbs, more breaches. The grenade, the heal and the Volatile uptime all pay for themselves off kills Turncoat is already getting.
Deadfall is the panic button and the team multiplier. When a pack is too dense to weaken one trigger at a time, the tether weakens and suppresses the whole group at once, groups them for Turncoat's Unleashed window, and its weakened kills dump a wave of orbs (Harvest) to reset Devour and the dodge. Its suppress also shuts down ability-spam elites the primary can't out-trade.
Stats & mods
Weapons 200 → Health → Class. Weapons is raw PvE hand-cannon damage and the whole point of running an exotic primary; Health for the resist floor under the overshield (Persistence docks −10 Health, so build to absorb it); Class feeds Gambler's/Vanishing dodge frequency (Persistence also docks −10 Class). Lean Gunner / Specialist pieces (Weapons + Class favoured). Note Echo of Persistence's stat penalty (−10 Class, −10 Weapons, −10 Health) is the price of the longer overshield.
Mods:
Boots: Void Weapon Surge ×2 (Void weapon damage straight onto Turncoat) · Hand Cannon Holster (passive reload between fights).
Arms: Hand Cannon Loader ×2 (faster reload = faster Overwhelming-Power cancel + Turncoat back online) · Fastball (lands the Magnetic weaken where you want it).
Chest: Arc/Solar/Void Resistance to taste — flat DR under the overshield + Devour layers.
Class item: Powerful Attraction (dodge vacuums the orb flood) · Reaper (dodge → next kill spawns an Orb) · Bomber/Outreach (ability energy on dodge).
Surge: Void Weapon Surge — Turncoat and your Repulsor-Brace secondary are both Void, so the surge buffs your whole damage profile.
Anti-Champion: Turncoat has no intrinsic champion stun (see Where it shines) — bring artifact/weapon anti-champion mods for all three types.
Artifact — Slayer Baron Apothecary Satchel
This Void/Stasis pool feeds Turncoat's exact loop — weaken into Devour into Void Breach into a weakening pulse — turning the gun's spray-weaken into a self-fuelling Void Breach engine, while its finisher waves cover the ability-spam elites the build can't outshoot.
Power From Pain ignites the loop — rapid final blows on weakened combatants grant Devour and create a Void Breach, and Turncoat weakens the whole room, so this is the loop's spark.
Total Carnage adds a fifth defensive layer over the catalyst overshield — a finisher grants damage resistance and replenishes health.
Void Renewal compounds the breach flood — while Devour is active, Void weapon final blows generate Void Breaches, and Turncoat is generating those kills constantly.
Curative Orbs stacks with Harvest's orb flood — a broken shield spawns an Orb, and elemental/orb pickups top your health.
Debilitating Wave gives a fourth weaken source — a Void-Super finisher wave applies weaken, reinforcing the team debuff.
Supernova recycles breaches back into weaken — a Void Breach pickup makes your next Void damage fire a large weakening pulse.
Old God's Rite turns banked breaches into add-clear — after a Void Breach, Turncoat's Void shots rain seeking projectiles.
Where it shines
GM / −30 to −40 ad-clear and Lost Sectors: the catalyst overshield + Repulsor + Devour + invis is four overlapping defensive layers, and the Unleashed window weakens dense packs for Stylish chains. Endgame survivability that comes from shooting, not from babysitting an ability timer.
Team-debuff support role: Turncoat sprays weaken on every Unleashed shot and Deadfall tethers it — the whole fireteam's weapons hit a weakened, debuff-bucket target while you add-clear.
Champion coverage: Turncoat has no intrinsic champion stun (140 RPM Adaptive Void hand cannon, `champion: null` in the manifest). Bring anti-champion via artifact mods and your secondary + heavy for all three types. Deadfall's suppress handles Overload behaviour and ability-spam elites in a pinch, and weaken thins every champion's health for the team.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
Utility Kickstart3efill
When 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 Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (9/10)
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.
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.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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.
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). Flex/loadout-dependent: your Repulsor-Brace secondary are both Void.