✓ Manifest Void · Heavy · 40 RPM · No intrinsic champion
Weapon: Two-Tailed Fox (Rocket Launcher · Heavy · Void+Solar) · Subclass: Nightstalker (Void) · Role: Debuff-stacked burst DPS + Overload champion stun Sandbox: 9.7.0 · Created 2026-06-16
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 what it hits; a Void Hunter's job is to make sure that skull is also weakened and volatile before the twintails land, so the team's whole damage profile multiplies on top of a free Overload stun. Suppress the elite, weaken it 35%, fire the fox.
The weapon
Twintails (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 it adds a Stasis slow on top of the Void suppress / Solar scorch (a third element's debuff). Treat the slow as the catalyst payoff, not a hard number.
What it does: it's a two-rocket Heavy launcher that fires a Void and a Solar projectile simultaneously, both with tracking that can converge on one target. The Void rocket suppresses (shuts off ability use / shields), the Solar rocket scorches, and the intrinsic carries a built-in Overload stun — so it stuns champions on its own, independent of archetype. It is fundamentally a support DPS weapon: high single-target burst that simultaneously layers three debuffs onto the priority target the rest of your fireteam is already shooting.
35% 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.
Melee
Snare Bomb (Quickfall)
Triggers invis/weaken loops; 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 → invis + 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); marked kills refund grenade/melee/class to the team — points the fireteam at the same skull you're foxing.
Fragments
Undermining (Void grenades weaken — pre-debuff the target) · Instability (grenade kills → Volatile Rounds for your Void weapons, incl. the fox's Void half) · Harvest (weakened kills → Orb + Void Breach) · Starvation (Breach/Orb → Devour)
Weaken in, Volatile on the gun, survivability out.
Exotic armour
Star-Eater Scales (Legs)
Orbs overcharge the Super; a Deadfall cast with overcharge stacks +Super damage, a heal, and an overshield — so the other burst window (Super) hits as hard as the rocket, and the build's orb flood feeds it.
Kinetic/Energy 1
Void primary w/ Destabilizing or Repulsor Brace
Sustains Volatile/overshield between rockets; keeps Stylish/Harvest fed.
Special
Special weapon of choice (Void if you want surge stacking)
Add-clear and champion coverage the rocket doesn't personally execute.
Why this works (the mechanics)
The rocket is a debuff applicator, so you debuff before it lands and the numbers compound. Weaken (Deadfall 35% tether, Magnetic+Undermining) is a debuff-bucket multiplier that stacks on top of the rocket's own damage and every fireteam weapon's damage against 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 "[Disruption] Overload Champions," a bespoke stun baked into the exotic (not its archetype). You point it at an Overload, it stuns. The Void suppress also shuts down ability-spam elites. You don't spend an archetype slot on champions.
Echo of Instability puts Volatile Rounds on the fox's Void half. A grenade kill 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 + scorch.
Star-Eater gives you a second, equal burst window. This build floods orbs (Harvest off every weakened kill); Star-Eater converts that flood into Super overcharge. A Deadfall cast then weakens the boss 35% and lands an overcharged-Super hit — so your damage 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 the 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; On the Prowl refunds the team's abilities off the marked-target kills. Guns reload the abilities, abilities debuff the guns' target.
Stats & mods
Super → Weapons → Class → Health. Super is the priority: it powers the Star-Eater overcharge loop and the Deadfall weaken that the rocket fires into. Weapons stat raises PvE damage on the primary that fills between rockets; Class feeds dodge/reload uptime; Health is the dump (Devour + invis cover survivability).
Helmet: Harmonic Siphon (Void/Solar double-kills → Orbs — the fox makes these) · Ashes to Assets / Hands-On (Super on rocket + grenade kills) · Dynamo (Super on dodge).
Gauntlets: Heavy Ammo Finder / Scavenger · Grenade Font · Fastball (lands the Magnetic weaken).
Chest: Resistance mods (one per element) under the Devour/overshield layer.
Boots:Heavy Ammo Scavenger + Surge matching the special's element · Orbs of Restoration.
Class item: Powerful Attraction (dodge vacuums orbs into the Star-Eater loop) · Reaper · Bomber.
Stat tuning: trade Health into Super/Weapons — the build already runs Devour + invis for survival.
Where it shines
Endgame burst DPS (GMs, raids, dungeons): the iconic use. Suppress + weaken + the team's full damage into one boss, with the Super as a second burst window. Pure support-DPS: you make everyone else's DPS bigger and contribute a hard-hitting Heavy of your own.
Champion coverage:Overload is handled intrinsically by the fox (stun on hit, no archetype tax). For Barrier/Unstoppable, lean on your special/primary's archetype frame — the fox does not stun those. Deadfall's suppress neutralises ability-spam elites and Overload regen behaviour as a backstop.
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.
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 + a second Overload source keep the rocket and champion coverage online.
Tier 1:Volatile Flow (Orb pickup → Volatile rounds on the fox's Void half — the build's centrepiece) - Unto The Breach (Void-debuffed kills spawn Void Breaches; everything the fox touches is debuffed)
Tier 2:Protective Breach (Void Breach → overshield, stacking with Devour/Star-Eater) - Overload Grenades (Void Magnetic grenades stun Overload — a backup to the fox's intrinsic stun) - Bricks From Beyond (Void weapon kills generate Heavy — refills the rocket tube, the build's core constraint)
Tier 3:Supernova (Void Breach → next Void damage weakening pulse; pre-weakens before the fox lands) - Void Weapon Channeling (Void kills buff Void weapon damage — raises the fox's Void rocket)
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
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.
Hands-On3e
Gain bonus Super energy on melee kills.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (5/10)
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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
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).