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Void

Two-Tailed Fox — Twin Suppressor (Void Hunter)

Debuff-stacked support burst DPS with an intrinsic Overload stun
Two-Tailed Fox on light.gg
✓ 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.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Weaken + Volatile + invis economy; matches the rocket's Void half.
SuperShadowshot: DeadfallWeaken + suppress tether on the boss/pack — the team multiplier the rocket fires into.
Class abilityMarksman's DodgeReloads the fox on dodge — instant re-stow with a full tube between bursts.
MovementTriple JumpExtra mid-air corrections to line up a tracking rocket and reposition to cover.
MeleeSnare Bomb (Quickfall)Triggers invis/weaken loops and sets up Stylish kills.
GrenadeMagnetic GrenadeAttaches + double-detonates; with Undermining it's a precise pre-rocket weaken on the priority target.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invisibility + Truesight; the fox debuffs everything, so kills near it proc this constantly.
Aspect 2On the ProwlMarks a priority target (entering invis marks one); defeating marked targets aids the team — points the fireteam at the same skull you're foxing.
FragmentsUndermining · Instability · Harvest · StarvationWeaken in, Volatile on the gun, Orbs/Breaches and Devour out.
Exotic armourStar-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.
WeaponsVoid 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

Why it works (the mechanics)

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.

Archetype lean: Powerhouse / Specialist pieces (Super + Weapons primary stats).

Mods:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (7/10)Fastball 1eIncreases grenade throw distance.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (7/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Void Weapon Surge 3e fillYour 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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).