Nightstalker / Solo + Group / DPS, Support & All-round
Break the veil. Start the chain.
Step out of invisibility with Volatile Rounds, clear enemies with Graviton Lance, and vanish again. Add Devour and a tether for a weapon-led Hunter that can help the whole team.
Gyrfalcon's Hauberk gives Void weapons Volatile Rounds after you leave invisibility. Stylish Executioner makes you invisible after defeating a weakened, suppressed, or volatile target. Dodge starts the loop; weapon play carries it forward.
Graviton Lance supplies a Void Primary with strong clustered-enemy clear. You do not need a Special-ammo Exotic or a Repulsor Brace weapon to start the core loop.
Survival and useful team damage
Echo of Starvation grants Devour from an Orb or Void Breach. While active, defeats heal, return grenade energy, and sustain the buff. This is not the stronger Warlock Feed the Void version and does not promise a full heal on every kill.
Moebius Quiver weakens and suppresses tethered enemies while contributing burst damage. Support here means debuffs and safer repositioning/revives, not a healing build or a tank that controls enemy aggro.
02 /
Disappear to reset, not to stop playing.
Dodge from cover.
Vanishing Step makes you invisible. Marksman's Dodge also reloads and collects nearby ammo. Use the opening to reposition; enemies can still hit your last position or land area damage.
Break invisibility with Void fire.
Leaving invisibility activates Gyrfalcon's Volatile Rounds. Shoot a priority target with Graviton Lance to apply Volatile, then finish a debuffed target to trigger Stylish Executioner.
Respect the reset window.
Stylish Executioner has a brief reactivation lockout. Do not expect every consecutive kill to instantly re-cloak. Use cover, dodge, or a safe finisher if the chain breaks instead of standing still in the open.
Pick up an Orb for Devour.
Void Siphon and Reaper make Orbs. Collect one safely or use Powerful Attraction on dodge. Starvation starts Devour; kills maintain it. An invisible dodge alone neither heals you nor activates Devour.
Use grenade and smoke deliberately.
Vortex controls a pack while Devour supports grenade recovery. Snare Bomb weakens targets to help restart Stylish; its current text also makes nearby allies invisible on deployment. No Echo of Undermining is equipped: the grenade itself is not a blanket source of Weaken.
Tether the meaningful target.
Use Moebius Quiver for a dangerous pack or a coordinated damage opening. Follow with Special and Heavy. On a lone boss, expect fewer invisibility/Devour refreshes; the best damage phase does not require dodging between every shot.
Optional finishers: a safe finisher grants invisibility through Obscurity. Gyrfalcon's bonus weapon damage and reserve overshield require the finisher to occur while already invisible; triggering invisibility from that same finisher is not a substitute for the precondition.
03 /
Nightstalker / Four valid fragment slots.
Abilities
Super
Shadowshot: Moebius QuiverTwo volleys of seeking Void arrows; tethers weaken/suppress and make targets volatile. No Orpheus Rig extra volley is assumed.
Class
Marksman's DodgeReloads all weapons and collects nearby ammo boxes; Vanishing Step adds invisibility. No Wormhusk Cure on this setup.
Melee
Snare BombSmoke/trap utility that weakens enemies and damages those inside. Current text also grants nearby allies invisibility on deployment, useful for repositioning or a revive approach.
Grenade
Vortex GrenadeLingering area damage, extended by Remnants.
Jump
Triple JumpFlexible repositioning without changing the combat loop.
Aspects / 2 + 2 = 4 slots
Vanishing Step / 2 slots: dodging makes you invisible. Your on-demand starting point and emergency reset.
Stylish Executioner / 2 slots: defeating a weakened, suppressed, or volatile target grants invisibility and Truesight. After a Stylish Execution, your next melee while invisible weakens targets.
This is base Void, not Prismatic: do not import Prismatic's broader debuff triggers. No Trapper's Ambush dive or On the Prowl priority-target support is equipped.
Echo of Starvation
Orb of Power or Void Breach pickup grants Devour. Siphon and Reaper are the planned sources; this setup does not guarantee its own Void Breaches. -10 Class.
Echo of Persistence
Void buffs applied to you last longer: Invisibility, Overshield, and Devour. Current penalties: -10 Class, -10 Weapons, -10 Health. It does not extend Volatile Rounds.
Echo of Remnants
Extends lingering grenade effects, including Vortex. More area-control time without requiring grenade kills to start the build.
Echo of Obscurity
Finisher final blows grant invisibility. Optional reset tool when approaching a finishable target is safe. +10 Class.
04 /
Exodus Down around the Exotic chest.
Gyrfalcon's Hauberk / Exotic chest
See Me, Feel Me: leaving invisibility gives Void weapons Volatile Rounds. A finisher while invisible also grants bonus weapon damage, improved class regeneration, and a reserve overshield for you and nearby allies. Use a class ability to deploy the reserve shield.
The reserve is not a constant overshield. Finishers are optional higher-risk utility, not required for the normal Volatile loop. No second Exotic armor effect is assumed.
Graviton Lance / Exotic weapon
Void Primary pulse / Energy slot. Black Hole enhances its burst; Cosmology supplies chain-clear effects. Gyrfalcon's Volatile Rounds are an additional interaction, not proof that every resulting explosion counts as a weapon final blow for every perk.
The optional catalyst adds Vorpal Weapon and Turnabout; neither is needed for the invisibility loop. Check current Exotic engram/vendor unlocks. A Legendary Void Primary works while you acquire it, losing Graviton's Exotic clear effects.
Slot
Armor
Job
Helmet
Exodus Down MaskLegendary / piece 1
Void Orbs and Special ammo support.
Arms
Exodus Down GripsLegendary / piece 2
Grenade and weapon utility.
Chest
Gyrfalcon's HauberkExotic
Volatile Rounds engine and encounter resistances.
Legs
Exodus Down StridesLegendary / piece 3
Void surge and Orb recovery.
Class item
Exodus Down CloakLegendary / piece 4
Dodge-to-Orb utility; completes both bonuses.
2 pieces / Emergency Electromagnet
Shield breaks collect nearby Orbs and ammo bricks. This can help recovery but does not justify deliberate shield breaks or replace careful Orb routing.
4 pieces / Repurposed Charge
Gaining, losing, or spending Armor Charge heals you and grants brief damage reduction, scaling with the amount shifted. Your surge charge cycle supports this personal bonus; it does not heal allies.
Use current Exodus Down pieces with both set perks, not legacy versions or ornaments. This keeps the easy-to-grind starter foundation; the Solar Hunter's four-piece Lustrous setup remains its own requested exception.
Close-to-midrange control. Use the required magazine portion for Chill Clip; slow/freeze add utility the Void kit lacks. The linked refreshed pool retains the established pair; check Crucible availability and version.
The CallStrand / Kinetic slot / Special rocket sidearm
Lead from Gold + One for All
Pale Heart alternative to Riptide. Useful ranged explosive damage and ammo economy; loses Chill Clip control. Does not gain Gyrfalcon's Void-only Volatile Rounds.
Triple Tap + Frenzy Team alternative: Triple Tap + Firing Line
Precision Heavy that matches Void surge. Frenzy suits solo/general play; Firing Line needs nearby allies. Established accessible option, not a current top-DPS claim; check available version and source.
Practical final targets / 0–200.
150 Grenade / 100 Class / 50 Melee / 100 Super. Bring Grenade and Class toward 100 first, then Super/Melee and additional Grenade investment. Use Weapons and Health sensibly rather than sacrificing every other stat for these four targets.
Grenade / Vortex pressure150 / 200Recharge foundation plus above-100 damage investment.150 / 200
0100200
Class / Invisibility reset100 / 200Reliable dodge access when the kill chain breaks.100 / 200
0100200
Melee / Smoke utility50 / 200Backup Weaken, not a powered-melee damage build.50 / 200
0100200
Super / Tether100 / 200Debuff and burst for important encounters.100 / 200
0100200
These are final planning targets, not verified inventory totals. Fragment net: -10 Class, -10 Weapons, -10 Health. Keep resistance mods and health investment. Above 100 is not another identical recharge tier: 150 Grenade does not mean 50% faster recharge, and Super stats do not guarantee an endless tether.
05 /
Artifact / NPA Repulsion Regulator.
Monument of Triumph / reviewed 24 October 2026. The Graviton/Breach plan: Gyrfalcon already supplies Volatile Rounds, so spend slots on Breach defense, powerful-enemy Void ammo progress, and weapon follow-up rather than buying the same buff again.
Slot / tier
Perk
Trigger / practical effect
1 / T1
Unto the Breach
On Void or Prismatic, defeating Void-debuffed targets creates Void Breaches. Collect them safely.
2 / T1
Shatter Orbs
The first matching-element enemy shield break creates an Orb of Power; mismatched shield damage does not satisfy the trigger.
3 / T2
Protective Breach
Void Breach collection grants or refreshes a Void Overshield. It is personal protection, not an ally heal.
4 / T2
Bricks From Beyond
Void-weapon defeats of powerful enemies can generate Heavy-ammo progress for the team; not guaranteed Heavy drops per target.
5 / T2
Counter Charge
Your Champion stun grants Armor Charge. A normal defeat or failed stun does not.
6 / T3
Supernova
A Void Breach pickup primes a weakening pulse on your next Void damage. This is an artifact effect, not the Handheld Supernova ability.
7 / T3
Void Weapon Channeling
A Void weapon defeat with charged Void abilities grants temporary Void weapon damage; more charged abilities improve the bonus.
Fit and limits.
Shatter Orbs needs a matching-element enemy shield break. Counter Charge needs your own actual Champion stun. Channeling is conditional on charged Void abilities; Breaches and overshields are not team healing.
Champion plan.
Use Gyrfalcon's active Volatile Rounds for eligible Barrier weapon fire. Riptide Chill Clip can supply Slow and freeze/shatter utility for Overloads/Unstoppables; The Call loses that tool. Respect intrinsic/counter conflicts.
Check the activity's required types and your current in-game counter tooltips. No old seasonal auto/pulse/hand-cannon perk is assumed just because it existed in the original artifact.
Alternative direction: Slayer Baron Apothecary Satchel offers Void Renewal and Old God's Rite for a different Breach engine; it is an alternative rather than additional slots.
Rapid Void weapon kills create Orbs for Starvation and Armor Charge. Primary kills support the ammo-finder plan.
Arms
Firepower Bolstering Detonation Void Loader
Qualifying grenade final blows create Orbs; grenade damage helps class energy. Loader supports Graviton. Volatile/weapon final blows are not automatically grenade kills.
Actual protection while firing and during gaps in invisibility.
Legs
Void Weapon Surge Recuperation Innervation
Void weapon damage and timed Armor Charge decay; Orb pickups heal and help grenade energy. Surge does not buff tether or Vortex.
Class item
Reaper Powerful Attraction Bomber
Dodge gathers nearby Orbs and helps grenade energy; next weapon final blow creates a Reaper Orb.
GO /
Before you break the veil.
Ticks last only for this open page. Need more direct team protection? Compare Shelter from the Storm. For Solar reload-and-heal play, see Radiant Rebound.
REF /
Sources & live checks.
Prepared 23 October 2026. Published archetype and item descriptions support the core, not a verified live usage or boss-DPS ranking. Recheck in-game descriptions, acquisition, proc lockouts, mod costs, and current Champion interactions after patches.