✓ Manifest Void · Heavy · 40 RPM · No intrinsic champion
Centerpiece: Two-Tailed Fox (Rocket Launcher · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Debuff-stacked support burst DPS with an intrinsic Overload stun Sandbox: 9.7.0 · Updated 2026-07-03
One trigger pull, two rockets — a Void one that suppresses and a Solar one that scorches, both tracking the same skull. The weapon already debuffs whatever it hits; a Void Hunter's job is to make sure that skull is also weakened and volatile before the twintails land, so the whole fireteam's damage profile multiplies on top of a free champion stun. Suppress the elite, weaken it, fire the fox.
The weapon
Twintails (intrinsic, verbatim): "Shoots two rockets, one Void and one Solar, that can track onto the same target. Strong against [Disruption] Overload Champions."
Catalyst: Not present in our manifest catalyst dump (see Verify notes). Per the knowledge base the catalyst adds a third Stasis slow rocket on top of the Void suppress / Solar scorch — treat the slow as behaviour, not a confirmed number.
What it does: Two-Tailed Fox is a Void Heavy rocket launcher that fires a Void and a Solar projectile simultaneously, both with tracking that can converge on one target. The Void rocket suppresses (shutting off ability use and shields), the Solar rocket scorches, and the intrinsic carries a built-in Overload stun — so it breaks Overload champions on its own, independent of archetype. It is fundamentally a support DPS weapon: high single-target burst that layers two (three with catalyst) elemental debuffs onto the priority target the rest of your fireteam is already shooting. You don't spend a Legendary slot on champion coverage, and every rocket hit makes the boss take more from everyone.
Weaken + suppress tether on the boss/pack — the team multiplier the rocket fires into.
Class ability
Marksman's Dodge
Reloads the fox on dodge — instant re-stow with a full tube between bursts.
Movement
Triple Jump
Extra mid-air corrections to line up a tracking rocket and reposition to cover.
Melee
Snare Bomb (Quickfall)
Triggers invis/weaken loops and sets up Stylish kills.
Grenade
Magnetic Grenade
Attaches + double-detonates; with Undermining it's a precise pre-rocket weaken on the priority target.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invisibility + Truesight; the fox debuffs everything, so kills near it proc this constantly.
Aspect 2
On the Prowl
Marks a priority target (entering invis marks one); defeating marked targets aids the team — points the fireteam at the same skull you're foxing.
Fragments
Undermining · Instability · Harvest · Starvation
Weaken in, Volatile on the gun, Orbs/Breaches and Devour out.
Exotic armour
Star-Eater Scales (Leg Armor)
Orbs overcharge the Super; an overcharged Deadfall adds Super damage, a heal, and an overshield — so the other burst window hits as hard as the rocket, fed by the build's orb flood.
Weapons
Void primary (Destabilizing / Repulsor Brace) + Special of choice (Void for surge stacking)
Primary sustains Volatile/overshield and feeds Stylish/Harvest between rockets; special covers add-clear and champions the fox doesn't personally execute.
Fragments
Echo of Undermining · Echo of Instability · Echo of Harvest · Echo of Starvation
Why it works (the mechanics)
The rocket is a debuff applicator, so you debuff before it lands and the numbers compound. Weaken (Deadfall tether, Magnetic + Undermining) is a debuff-bucket multiplier that stacks on top of the rocket's own damage and every fireteam weapon's damage into that target. You suppress with the Void rocket, weaken with the Hunter kit, and the whole team's DPS into that skull goes up — classic Void Hunter support DPS.
Overload is intrinsic to the fox — your champion coverage is free. The Twintails text carries "Strong against [Disruption] Overload Champions," a stun baked into the exotic perk (not its archetype). Point it at an Overload and it stuns; the Void suppress also shuts down ability-spam elites. No Legendary slot spent on champions.
Echo of Instability puts Volatile Rounds on the fox's Void half. "Defeating targets with grenades grants Volatile Rounds to your Void weapons." Two-Tailed Fox is a Void weapon, so its Void rocket inherits Volatile — extra detonation damage and a self-spreading proc on top of suppress and scorch.
Star-Eater gives you a second, equal burst window. Harvest floods Orbs off every weakened kill; Star-Eater's Feast of Light converts that flood into Super overcharge. A Deadfall cast then weakens the boss and lands an overcharged Super hit — so your rotation is two burst tools (overcharged Super → fox into the weaken) instead of one, both aimed at the same target.
Marksman's Dodge is the reload economy. Heavy rockets live and die by tube uptime; dodge reloads the fox so you re-fire the instant cooldown/ammo allows, and the dodge also feeds Stylish positioning.
The kill economy is self-sustaining. Weakened kill → Orb + Void Breach (Harvest) → Devour (Starvation) for survivability and Super (via Star-Eater) for the next Deadfall; Stylish keeps you invisible between bursts. Guns reload the abilities, abilities debuff the guns' target.
Stats & mods
Super 200 → Weapons → Class. Super is the priority: it powers the Star-Eater overcharge loop and the Deadfall weaken that the rocket fires into. Weapons raises the PvE damage of the primary that fills between rockets; Class feeds dodge/reload uptime. Health is the dump — Devour and invisibility already cover survivability.
Boots: Heavy Ammo Scavenger · Orbs of Restoration (dodge/pickup heal into the loop).
Arms: Heavy Ammo Finder · Fastball (lands the Magnetic weaken) · Grenade Kickstart.
Chest: one Resistance mod per element under the Devour/overshield layer.
Class item: Powerful Attraction (dodge vacuums Orbs into the Star-Eater loop) · Reaper · Bomber.
Surge: Void Weapon Surge (match the special's element to stack the rocket's Void damage).
Anti-Champion: Overload is intrinsic to the fox; bring Barrier/Unstoppable via an artifact anti-champion mod or a stunning frame on the special.
Artifact — NPA Repulsion Regulator
The pure-Void artifact, matched to this Void Nightstalker's element and its signature Volatile-on-the-fox loop: Orbs arm the Void rocket, the kit's Weaken/suppress feeds Void Breaches, and Heavy uptime plus a second Overload source keep the rocket and champion coverage online.
Volatile Flow grants Volatile Rounds on Orb pickup, arming the fox's Void half — the build's centrepiece interaction, redundant with and reinforcing Echo of Instability.
Unto The Breach spawns Void Breaches from Void-debuffed kills; everything the fox touches is debuffed, so Breaches flow freely into Devour and overshield.
Protective Breach turns those Void Breaches into overshields that stack with Devour and Star-Eater's overshield for a deep survivability layer.
Overload Grenades makes Void Magnetic grenades stun Overload — a backup to the fox's intrinsic stun and a way to cover a second Overload while the rocket is on cooldown.
Bricks From Beyond generates Heavy from Void weapon kills, refilling the rocket tube — the build's core constraint.
Supernova and Void Weapon Channeling pre-weaken and raise Void weapon damage, boosting the fox's Void rocket before and during the burst.
Where it shines
Endgame burst DPS (GMs, raids, dungeons): the iconic use — suppress + weaken + the whole team's damage into one boss, with the overcharged Super as a second burst window. Pure support DPS: you make everyone else's damage bigger and contribute a hard-hitting Heavy.
Team play: weaken + suppress + (catalyst) slow stacked on the priority target is fireteam-wide value; this is a "make the boss take more from everyone" weapon, not a solo deleter.
Champion coverage:Overload is handled intrinsically by the fox (stun on hit, no archetype tax) and backed by Overload Grenades. For Barrier/Unstoppable, lean on your special/primary frame or an artifact anti-champion mod — the fox does not stun those. Deadfall's suppress neutralises ability-spam elites as a backstop.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (7/10)
Fastball1e
Increases grenade throw distance.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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 (7/10)
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Void Weapon Surge3efill
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate 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).