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Void

Turncoat — Latent Overshield Engine (Void Hunter)

Self-empowering Void primary that banks its own overshield and sprays weaken across the room
Turncoat on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Void · Primary · 140 RPM · No intrinsic champion

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.

The weapon

Intrinsic — Turncoat (verbatim, `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, `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 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

SlotPickWhy
SubclassNightstalker (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.
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 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.)
MovementTriple JumpAir control to reposition during the Unleashed window and bait packs into the tether.
MeleeSnare Bomb (Quickfall)Smoke detonation grants 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 on a priority target.
Aspect 1Stylish ExecutionerDefeating 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 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.
FragmentsPersistence · Undermining · Harvest · Starvation · InstabilityExtend the overshield/invis, add weaken and Volatile sources, and convert weakened kills into Orbs, Void Breaches and Devour.
Exotic armourGyrfalcon's Hauberk (Chest)See Me, Feel Me grants Void weapons Volatile Rounds on emerging from invis — the invis loop keeps Turncoat Volatile almost permanently.
WeaponsVoid Special w/ Repulsor Brace + heavy MG/RocketThe Repulsor secondary converts Turncoat's weaken into extra overshield on every kill; the heavy covers boss/champion DPS a primary can't burst.
Fragments

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases 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 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
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). Flex/loadout-dependent: your Repulsor-Brace secondary are both Void.