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.
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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Nightstalker (Void) | Weaken + Volatile + invis economy; matches the rocket's Void half. |
| Super | 35% weaken + suppress tether on the boss/pack — the team multiplier the rocket fires into. | |
| Class ability | Reloads the fox on dodge — instant re-stow with a full tube between bursts. | |
| Melee | Triggers invis/weaken loops; sets up Stylish kills. | |
| Grenade | Attaches + double-detonates; with Undermining it's a precise pre-rocket weaken on the priority target. | |
| Aspect 1 | Any elemental-debuffed kill → invis + Truesight; the fox debuffs everything, so kills near it proc this constantly. | |
| Aspect 2 | 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 | 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. |
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).
Archetypes: Powerhouse / Specialist pieces (Super + Weapons). Mods:
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Dynamo 3e | Reduces Super cooldown when using your class ability near targets. |
| Harmonic Siphon 1e | 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-On 3e | Gain bonus Super energy on melee kills. | |
| Arms (5/10) | Fastball 1e | Increases grenade throw distance. |
| Grenade Font 1e | You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time. | |
| Utility Kickstart 3e fill | 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 Resistance 1e fill | Reduces incoming Void damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (5/10) | Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. |
| Void Weapon Surge 3e fill | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Recuperation 1e fill | Replenishes health each time you pick up an Orb of Power. | |
| Class Item (4/10) | Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Bomber 1e | Reduces grenade cooldown when using your class ability. | |
| Powerful Attraction 2e | 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).