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Void

Battery — Aeon Swift (Hunter support)

Fireteam support / ability-and-ammo battery
Aeon Swift on light.gg
Your gear best achievable Class 137 / 150 target — gear ready
Health 37 · Melee 18 · Grenade 53 · Super 20 · Class 137 · Weapons 100 · armour only; stat mods + fragments add more

Centerpiece: Aeon Swift (Gauntlets) · Subclass: Nightstalker (Void) · Role: Fireteam support / ability-and-ammo battery Sandbox: 9.7.0 · Updated 2026-07-03

A build with almost no solo value and enormous team value. You don't kill faster — you make the other two players' supers, grenades and Heavy come back faster. Every finisher you land tops a teammate up: ability energy, Special, Heavy. Invisibility just buys you the safe half-second to walk up and press finish. Bring it to a 3-stack GM or a raid damage phase and it earns its slot; bring it solo and it's a worse Omnioculus.

The exotic

DATA GAP — flagged loudly. The manifest snapshot we extract from carries no intrinsic-perk text for Aeon Swift — the entry is literally blank:

Aeon Swift (Gauntlets) —

(same for Aeon Safe and Aeon Soul in `docs/encyclopedia/exotics.md`). What the manifest does carry are the three Aeon Cult "Sect" role-mod perks, quoted verbatim from `docs/encyclopedia/perks.md`:

Armsbearer Chant — When you use a finisher on an Elite, you generate Special ammo for your fireteam; when you use a finisher on a boss or miniboss, you generate Heavy ammo for your fireteam. Nearby Aeon Cult allies who do not have the Sect of Insight role equipped also gain a burst of Super energy.

Foebreaker Chant — Stunning a Champion or landing rapid precision hits on a powerful combatant will mark them. Your allies deal increased damage to marked combatants. When a combatant is first marked, nearby Aeon Cult allies who do not have the Sect of Force role equipped gain grenade and melee energy.

Lightgiver Chant — Nearby critically wounded allies take reduced damage from combatants. Nearby Aeon Cult allies who do not have the Sect of Vigor role equipped also gain class ability energy while critically wounded.

Aeon Swift is the Hunter's fireteam battery. Its capstone is the Armsbearer Chant / Sect of Insight behaviour: finishing an Elite hands your whole fireteam Special ammo, finishing a boss or miniboss hands the fireteam Heavy ammo, and any finish also feeds a burst of Super energy to nearby Aeon allies who aren't running the same Sect. In practice you turn the finisher — normally a slow, selfish animation — into a team resource pump. The exotic itself does nothing for your damage; every point of value routes to the other two players, which is why it's near-worthless solo and best-in-slot on a coordinated three-stack. The exact per-ally routing, energy amounts, which Sect is socketed by default, and whether full effect needs fireteam-wide Aeon coordination are not confirmed in our data — see Verify notes; treat the specifics as design intent, the Armsbearer text as fact.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Two kill/dodge invis sources + finisher re-cloak + Devour, so the battery survives walking into melee range on repeat.
SuperShadowshot: DeadfallWeakens and suppresses a whole pack, letting you safely set up finishes on a tethered cluster.
Class abilityGambler's DodgeCheap, frequent dodge → the invis source (via Vanishing Step) for a safe finisher approach.
MovementTriple JumpAerial reposition to reach the next finisher-health target quickly.
MeleeSnare BombSmoke on demand — team invis cover while allies set up the kills you then finish.
GrenadeVortexGrouping + Weaken DoT so targets reach finisher-health together.
Aspect 1Vanishing StepDodging makes you invisible — personal invis on demand so you can finish in the open.
Aspect 2Stylish ExecutionerAny elemental-debuffed kill grants invis + Truesight — a second, kill-fed cloak into the next finish.
FragmentsPersistence · Obscurity · Harvest · StarvationLonger invis, re-cloak on the finish, and a self-sustain Breach→Devour loop between finishes.
Exotic armourAeon Swift (Gauntlets)Converts each finish into fireteam Special/Heavy/Super per Armsbearer Chant.
WeaponsVoid primary (Repulsor Brace / Destabilizing) + whatever the team's damage phase wantsChip targets to finisher-health and stay on-element; carry the gun Aeon will refill for the fireteam.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Health → Melee. Skirmisher / Specialist lean — Class-weighted so Gambler's Dodge is up as often as possible (dodge uptime = Vanishing Step invis frequency), then Health because you live in melee range, then Melee for Snare Bomb cadence. Super and Grenade are dump stats; your value is the finisher, not your own super.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2): Power From Pain + The Thick Of ItVoid Renewal + Curative Orbs + Debilitating WaveSupernova + Old God's Rite

Mono-Void battery that lives on finishers and the Weaken → Void Breach → Devour → Orb loop, and this Void-heavy slice of the pool feeds every link of it while turning each finish into a damaging elemental wave. Champion duty stays on weapon archetypes + Deadfall's suppress, so the picks here are all loop-fuel rather than stuns.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
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 (5/10)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
Class Item (5/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using 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). Flex/loadout-dependent: finish; the whole Breach/Devour economy. - **Anti-Champion:** none socketed — champion breaking rides weapon archetypes (Anti-Champion 2.0) plus Deadfall's suppress; the artifact's Unstoppable sits on Kinetic Impacts; which this loadout doesn't take.