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
Slot
Pick
Why
Subclass
Nightstalker (Void Hunter)
The only subclass that compounds both Turncoat outputs: Void Overshield (catalyst) and weaken (Unleashed Power). Invis + Volatile + 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 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.)
Movement
Triple Jump
Air control to reposition during the Unleashed window and bait packs into the tether.
Melee
Snare Bomb (Quickfall)
Smoke detonation → 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 (and a Volatile-Rounds source via Echo of Instability).
Aspect 1
Stylish Executioner
Defeating 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 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.
Fragments (Void, 4–5 slots):
Echo of Persistence — Void buffs on you (Invisibility, Overshield, Devour) last longer → directly extends the catalyst's Void Overshield and your invis windows. (costs −10 Class/−10 Weapons/−10 Health — see Stats.)
Echo of Undermining — Void grenades weaken → Magnetic Grenade becomes a guaranteed weaken on a priority, a third weaken source beside Turncoat and the tether.
Echo of Harvest — defeating weakened targets makes an Orb of Power and a Void Breach. Turncoat weakens the whole pack, so kills flood orbs + breaches.
Echo of Starvation — picking up a Void Breach or Orb grants Devour → full heal on kill + grenade regen, stacked under the overshield.
(5th slot, optional)Echo of Instability — grenade kills grant Volatile Rounds to Void weapons — a non-invis way to keep Turncoat Volatile.
Why this 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, so it 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 → Stylish invis → emerge → Turncoat is now Volatile, so its shots detonate Void bursts that clear adds and (with Repulsor Brace, below) grant more overshield. Vanishing Step gives the same thing off a plain dodge when you're not killing. Invis is never more than one action away, so Turncoat is Volatile almost permanently.
Repulsor Brace double-banks the overshield off the weaken.Repulsor Brace: defeating a Void-debuffed target grants an overshield. Turncoat weakens (a Void debuff) the whole room, so any Void-debuffed kill — by Turncoat or your other Void gun — 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 invis loop is also your survivability and your damage. Stylish gives Truesight (see enemies through walls) plus invis on every debuffed kill; invis is DR and a reset button; emerging re-arms Volatile. Safety and Turncoat's add-clear ride the same engine — kill weakened → invis → emerge Volatile → kill more weakened. It feeds forward.
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 → Echo of Undermining weaken / Echo of Instability Volatile → more weakened kills → more orbs. The grenade, the heal, and the Volatile uptime all pay for themselves off the 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. It also covers Overload-style ability-spam elites via suppression.
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:
Helmet:Harmonic Siphon (Void kills → Orbs — stacks with Harvest's flood) · Heavy Ammo Finder.
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.
Boots:Void Weapon Surge ×2 (≈+17% Void weapon damage straight onto Turncoat) · Hand Cannon Holster (passive reload between fights).
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: intrinsic to archetype — see Where it shines.
Where it shines
GM / −30 to −40 ad-clear and Lost Sectors: the catalyst overshield + Repulsor + Devour + invis is four overlapping defensive layers, and Turncoat's Unleashed window weakens dense packs for Stylish chains. This is 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. You're add-clearing and buffing the team's boss damage with one gun.
Champion coverage (Anti-Champion 2.0): stun is intrinsic to the archetype now, so check Turncoat's RPM/frame in-game to know which champion it stuns (Aggressive/High-Impact → Unstoppable; Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload). Cover the other two with your secondary + heavy. Deadfall's suppress handles Overload behaviour and ability-spam elites in a pinch, and weaken thins every champion's health for the team.
The other two slots
Secondary — a Void Special with Repulsor Brace (e.g. a Void fusion, sniper, or shotgun). Mandatory pick: it converts Turncoat's weaken into more overshield on every kill (mechanic #4) and shares the Void surge. Destabilizing Rounds is an alternative Void-volatile origin if Repulsor isn't on the roll.
Heavy — a Machine Gun or Rocket for the boss/heavy DPS Turncoat (a primary) can't burst. Pick a frame that covers whichever champion Turncoat doesn't.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (3/10)
Harmonic Siphon1e
Rapid 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 Siphon1e
Rapid 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 Finder1e
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 Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
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).