Charge a Vortex. Weaken the pack. Push in with Devour, turn your Void weapon volatile, and finish the biggest threat with a Heavy shotgun.
CONTRAVERSE HOLD4× EXODUS DOWN0–200 STATS
VOID / 003
Event Horizon
Devour. Detonate. Repeat.
Contraverse Hold + Legend of Acrius Charged Vortex · Weaken · Volatile Rounds
Your jobPressure & burst
Exotic armorContraverse Hold
Exotic weaponLegend of Acrius
Best withDense packs & close targets
01 /
An aggressive grenade bruiser.
The damage engine
Persistent damage, then a close-range finish.
Chaos Accelerant lets you charge Vortex Grenade. Contraverse Hold protects you while charging; charged grenade hits return grenade energy and apply Weaken, setting targets up for follow-up damage.
A grenade kill starts Devour through Feed the Void and grants Volatile Rounds through Echo of Instability. Use your Void primary to shred the pack, then Legend of Acrius to burst a nearby durable target.
What keeps you alive
Kills sustain the push; cover resets it.
Devour rewards final blows with healing and grenade energy. Healing Rift covers gaps, and Exodus Down adds personal protection when Armor Charge changes.
This is a damage-first PvE build, not a Solar-style team healer or a universal highest-DPS claim. It excels when enemies stay in your Vortex and a priority target can be safely reached with Acrius.
Hold the grenade input until the Vortex is fully charged, then release it into a pack or under a durable target. Do not walk into a firing lane just to charge.
Start the engines.
A charged hit applies Weaken and triggers Contraverse's energy return. A Void ability final blow activates Devour; a grenade final blow also grants Volatile Rounds.
Advance with your Void primary.
Finish smaller enemies to heal and refresh Devour while getting grenade energy. Use Volatile Rounds to pressure clustered targets. Watch the Devour timer, not just your health bar.
Prepare the big target.
Keep the target in the weakening Vortex, approach through cover, and use Healing Rift at a useful corner if needed. Collect nearby Orbs for grenade energy and Armor Charge.
Commit to Acrius burst.
If the target is safe to approach, land a melee hit to activate the catalyst's Trench Barrel, then fire up to three buffed shots before refreshing it. Skip the melee if the stomp risk is too high.
Refill or disengage.
Throw another charged grenade as it becomes available, keep Devour fed, and use Nova Bomb for a dangerous wave or damage window. If kills or ammo dry up, retreat and rebuild the loop.
03 /
Subclass setup.
Void / Voidwalker
Abilities
Super
Nova Bomb: CataclysmBurst damage against a priority target or clustered wave. Give the projectile a clear path; cast before entering point-blank range.
Grenade
Vortex GrenadePersistent area damage with a charged version enhanced by Chaos Accelerant.
Class ability
Healing RiftA fallback when Devour kills are unavailable. Place it before committing, not as a panic animation in lethal fire.
Melee
Pocket SingularityUtility and displacement; avoid pushing a target out of your Vortex or safe shotgun range.
Movement
Burst GlideRecommended for controlled approaches and retreats. Blink is not required.
Two aspects / Four fragments
Chaos Accelerant — required
Hold the grenade button to charge and enhance Vortex Grenade. This is what enables Contraverse Hold's charged-grenade loop; equipping the gloves alone does not add the charging input.
Feed the Void
Void ability final blows activate enhanced Devour. While Devour is active, final blows sustain you and return grenade energy, making it the foundation for an aggressive push.
This setup does not equip Child of the Old Gods, and it does not use Magnetic Grenade's Handheld Supernova conversion. Vortex is the chosen persistent-damage option.
Persistent pressure
Echo of Remnants
Extends lingering grenade effects, including Vortex. Better coverage helps keep durable enemies inside the damage field.
Weapon follow-up
Echo of Instability
Grenade final blows grant Volatile Rounds to Void weapons. Use your Void primary; Arc Acrius cannot receive this Void-only weapon effect.
Sustain window
Echo of Persistence
Extends applicable Void buffs, including Devour, giving you more time to reach the next kill. It does not heal without a trigger.
Pack clearing
Echo of Expulsion
Void ability final blows cause targets to explode. Adds extra area pressure when your grenade starts finishing enemies.
04 /
The close-combat loadout.
+
Exotic gauntlets
Contraverse Hold
Chaotic Exchanger: Resist incoming damage while charging your Void grenade with Chaos Accelerant. Charged Void grenades return grenade energy on a hit and apply Weaken.
Energy return is hit-driven, not guaranteed only after a kill. Do not translate that into an instant full refund on every impact; keep targets inside your Vortex and use Devour and weapon perks to support the recharge.
◇
Exotic Arc Heavy shotgun
Legend of Acrius
Shock Blast: High-damage Arc blasts that overpenetrate enemies. Your weapon for safe, short-range burst against a durable target.
Catalyst strongly recommended: Trench Barrel rewards a successful melee hit with increased damage, handling, and reload speed for a short time or until three shots are fired. Deeper Pockets adds reserves.
Acrius uses Heavy ammo and Arc damage. It does not get Volatile Rounds or a Void Weapon Surge bonus. The armor setup below uses Arc Weapon Surge specifically for it.
One Exotic arms slot / four Legendary Exodus Down pieces
Slot
Equip
Purpose
Helmet
Exodus Down HoodLegendary · set piece 1
Void Siphon, grenade-kill Super energy, Heavy ammo utility.
Arms
Contraverse HoldExotic · not a set piece
Charged grenade engine and grenade-kill Orb generation.
Chest
Exodus Down RobesLegendary · set piece 2
Encounter resistance and close-range protection.
Legs
Exodus Down BootsLegendary · set piece 3
Arc surge for Acrius and grenade energy from Orbs.
Class item
Exodus Down BondLegendary · set piece 4
Completes both set bonuses and the Rift-to-Orb loop.
Both armor bonuses active
2×
Emergency Electromagnet
When your shields break, instantly collect nearby Orbs of Power and ammo bricks.
4×
Repurposed Charge
Gaining, losing, or spending Armor Charge heals you and grants brief damage reduction, scaling with the amount of charge shifted.
Use current armor with the actual set bonuses. Legacy copies or matching ornaments do not count. Neither perk guarantees safety from a stomp or one-shot; do not deliberately break your shields.
Two Legendary companions
Void primary + a ranged Special.
Energy: A Legendary Void primary for cleanup, including the refreshed Gnawing Hunger auto rifle recommended below. Prioritize Demolitionist for grenade energy on kills; Repulsor Brace is a defensive alternative.
Kinetic slot: A Legendary Kinetic, Stasis, or Strand Special weapon that covers range or the encounter's Champions. A fusion rifle or sniper can cover situations where Acrius is impractical.
Ammo discipline: Your Void primary handles routine enemies; do not spend all Heavy ammo trying to keep Devour active.
Only Acrius is Exotic. For a ranged boss or lethal melee zone, change to a suitable ranged Heavy rather than forcing this shotgun plan; then match the surge to that weapon.
Three Legendary weapon picks / 2026 PvE.
Checked 23 October 2026. The linked Monument of Triumph roll guides rate these weapons S-tier for PvE; this is source-backed recommendation, not a measured live popularity chart. Gnawing Hunger specifically means the refreshed perk pool, not its legacy roll.
Reliable Void cleanup that receives Instability's Volatile Rounds and feeds grenade energy. The defensive roll offers overshields from qualifying debuffed-target kills; choose one complete perk pair.
Ouster EngineStasis · Kinetic slot · Special area-denial GL
Auto-Loading Holster + Chaos Reshaped
Persistent lane damage while you charge or swap weapons. Complements Vortex coverage, but is weapon damage: do not count its kills as Vortex grenade kills for Firepower.
Direct burst against majors when area denial is less useful. Controlled Burst rewards accurate bursts without assuming a three-debuff team setup. Replaces Ouster Engine.
Recommended stats / Full 0–200 scale.
Damage-first target: 200 Grenade / 100 Class / 50 Melee / 50 Super. A 400-point planning allocation across your four focus stats. Unlike the Solar healer builds, this loadout uses a damaging grenade, so above-100 grenade damage benefits fit the core job.
Grenade / Priority 1200 / 200Recharge foundation plus above-100 damage investment.200 / 200
0100200
Class / Rift fallback100 / 200Reliable Rift access without starving grenade damage.100 / 200
0100200
Melee / Utility50 / 200Pocket Singularity is secondary, not the damage engine.50 / 200
0100200
Super / Nova burst50 / 200Supplement with Orbs and Ashes to Assets.50 / 200
0100200
These are targets, not verified totals from your inventory. Include fragment modifiers, stat mods, and available tuning in your final totals. Preserve the four-piece set and required resistances; leave room for Health and Weapons rather than treating them as mandatory zeroes. Nearby values are fine because stats scale per point.
05 /
Artifact priorities.
Conditional named picks
Weaken and weapon coverage.
Overload Submachine Gun: If present and you chose an SMG, use it for that Champion type; read the live tooltip.
Counter Energy: If present, Champion stuns grant energy to your least-charged ability.
Void Infestation: If present, weakened-target kills can spread weakening pressure through its tracking effect.
Armorsmith: If present, its shield-break requirement can supply temporary defense and melee utility. Read the precise trigger; this is not a recommendation to deliberately lose your own shields.
Spend points deliberately
Do not buy redundant Devour.
Cover required Champions through your weapons, live subclass interactions, artifact, and team plan. Volatile Rounds may provide Barrier coverage for your Void primary; they do not make Acrius anti-Barrier.
Power From Pain is not a priority: Feed the Void already supplies Devour.
Skip sword-only effects and perks requiring an Arc Super; an Arc Heavy weapon does not turn Nova Bomb into an Arc Super.
If the example perks are absent, prioritize current grenade, Void weapon, Orb, ammo, and defensive effects that fit this loadout.
06 /
Armor mods: damage that pays you back.
The baseline uses grenade kills and Void weapon multikills for Orbs, then a timed surge for Acrius and Exodus Down charge turnover. Add stat mods only after the essential functional mods fit.
Slot
Recommended mods
Why they fit
HelmetExodus Down Hood
Void Siphon Ashes to Assets Heavy Ammo Finder
Rapid Void weapon kills create Orbs. Actual grenade final blows grant bonus Super energy. Finder supports Acrius ammo economy.
ArmsContraverse Hold
Firepower Bolstering Detonation
Grenade final blows create Orbs, subject to the mod's cooldown. Grenade damage returns class ability energy for Rift access.
Protect against close-range threats, splash, and the encounter's main damage element. Check range conditions; no mod guarantees stomp survival.
LegsExodus Down Boots
Arc Weapon Surge Innervation Recuperation
Arc Surge buffs Acrius and makes Armor Charge decay. Orb pickups grant grenade energy and immediate personal healing when Devour cannot supply a kill.
Class itemExodus Down Bond
Bomber Powerful Attraction Reaper
Rift use returns grenade energy and collects nearby Orbs; your next weapon final blow after class ability use creates an Orb.
Charge loop
Generate → gain → decay.
Firepower, Siphon, Reaper, and teammates supply Orbs. With your surge equipped, Orb pickups grant Armor Charge; the surge then uses timed charge decay. Both changes interact with Exodus Down.
Arc Surge buffs Acrius only among the listed weapons. It does not buff your Void primary, Vortex Grenade, or Nova Bomb. No charge means no surge benefit.
Avoid adding Grenade Kickstart casually: it spends the charges intended for your damage surge. Devour, Contraverse, Demolitionist, and Innervation are the baseline grenade-energy plan.
Fit the real armor
Do not lose the core to chase a number.
Use displayed energy costs. If a large stat mod does not fit, use a smaller one; prioritize resistance and your Orb engine over a perfect stat total.
Arms have only two recommended functional mods, leaving room to fit energy and stat needs rather than forcing an expensive third mod.
Ashes to Assets and Firepower work here because Vortex deals damage and scores grenade kills; they were not appropriate for the Solar healing turret builds.
The shotgun catalyst's melee trigger does not justify 200 Melee: the ordinary melee hit and the grenade-damage loop do different jobs.
GO /
Before you breach.
Checklist ticks last only for this open page; they are not saved between visits.
Tell your friends this.
"I'll weaken the pack with a charged Vortex, get Devour running, then push the priority target with Acrius. Let me secure an ability kill to start the loop. If the boss is unsafe up close, we'll change the damage plan instead of forcing it."
Know the three different effects.
Weaken: enemies take more damage. Devour: kills sustain you and feed grenade energy. Volatile Rounds: an effect for your Void weapon, not your Arc Heavy.
REF /
Sources & version notes.
Prepared 23 October 2026. This is a curated loadout recommendation, not a measured DPS benchmark or an in-game-tested optimum. Confirm live tooltips, cooldowns, fragment modifiers, and mod costs after balance patches. Older descriptions of Contraverse can omit its current Weaken effect; the current item description is used here.