← All builds
Void

Battery — Aeon Swift (Hunter support)

Fireteam support / ability battery

Anchor: Aeon Swift (Gauntlets) · Subclass: Nightstalker (Void) · Role: Fireteam support / ability battery Sandbox: 9.7.0 · Created 2026-06-16

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 reads what each teammate is short on and tops it up: ability energy, Special, Heavy. Invisibility just buys you the safe half-second to walk up and press the 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.

Loadout

SlotPickWhy
SuperShadowshot: Deadfall35% team weaken + suppress; lets you safely set up finishes on a tethered pack.
Class abilityGambler's DodgeCheap, frequent invis source via Vanishing Step → safe finisher approach.
MeleeSnare BombTeam invis on use (9.7.0) — covers allies while they set up kills you can finish.
GrenadeVortex / DuskfieldGrouping + DoT/slow so targets reach finisher-health together.
Aspect 1Vanishing StepDodge → invisible. Personal invis on demand so you can finish in the open. _[+2 Aspect Energy]_
Aspect 2Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight — a second, kill-fed invis source so you're cloaked going into the next finish.
Fragments

Exotic — Aeon Swift (Gauntlets)

DATA GAP — flagged loudly. The manifest snapshot we extract from has no intrinsic perk text for Aeon Swift (it's literally blank in `docs/encyclopedia/exotics.md` line 8 — same for Aeon Safe and Aeon Soul). So the exotic's own description below is reconstructed from the associated Aeon Cult mod perks the manifest does carry, not quoted from the exotic itself.

What the manifest does give us — the three Aeon Cult "Sect" role mods, by their in-manifest perk names (`docs/encyclopedia/perks.md`):

The well-known capstone — finishers route ability energy / Special / Heavy to your fireteam based on what each ally needs, and can spawn Orbs/Special ammo — is consistent with Armsbearer Chant but the per-ally "what they need" routing, the exact energy amounts, which Sect mod is socketed, and whether it requires fireteam-wide Aeon coordination are NOT confirmed in our data. Treat this section as design intent, not fact. See Verify notes.

Why this works (the mechanics)

Weapons

You barely use weapons to kill — you use them to soften targets to finisher health and to stun champions. Optimise for the team, not your own DPS.

Stats & archetypes

You want to finish often and survive the approach, not deal damage.

Set bonus (optional garnish)

House rule: works without any set; sets are seasoning. On-theme picks, all from `docs/knowledge/set_bonuses.md`:

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 (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
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 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 (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: Grenade are dump stats — your value is the finisher; not your own super.

The loop