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
Slot
Pick
Why
Super
Shadowshot: Deadfall
35% team weaken + suppress; lets you safely set up finishes on a tethered pack.
Team invis on use (9.7.0) — covers allies while they set up kills you can finish.
Grenade
Vortex / Duskfield
Grouping + DoT/slow so targets reach finisher-health together.
Aspect 1
Vanishing Step
Dodge → invisible. Personal invis on demand so you can finish in the open. _[+2 Aspect Energy]_
Aspect 2
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight — a second, kill-fed invis source so you're cloaked going into the next finish.
Fragments
Echo of Persistencelonger invis — more safe finisher windows
Echo of Obscurityfinisher final blows → invisibility, so finishing re-cloaks you for the next one
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationbreach/orb → Devour for self-sustain between finishes
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`):
Armsbearer Chant (this is the Sect of Insight role): "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 (Sect of Force): marking + "nearby Aeon Cult allies … gain grenade and melee energy."
Lightgiver Chant (Sect of Vigor): "Nearby critically wounded allies take reduced damage … Aeon Cult allies … gain class ability energy while critically wounded."
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)
The finisher is the whole build, so the build is engineered to finish constantly. Deadfall groups and weakens a pack; Vortex/Duskfield holds them; suppress + weaken bring tough targets into finisher-health together. You are manufacturing finish opportunities, not waiting for them.
Invisibility is the delivery system, not the payoff. A finisher locks you in a vulnerable animation in the open. Vanishing Step (dodge → invis) and Stylish Executioner (debuffed kill → invis) mean you approach and execute while untargetable; Echo of Obscurity re-cloaks you on the finish itself so the next one is just as safe. This is the difference between a battery that works in a GM and one that gets you killed mid-animation.
Aeon converts each finish into fireteam resources (per Armsbearer Chant / Sect of Insight). Finishing an Elite → Special ammo for the fireteam; finishing a boss/miniboss → Heavy ammo for the fireteam. In a damage phase that's the difference between three players reloading from reserves and three players topped off. The Super-energy-to-allies clause means even your trash finishes feed teammates' supers.
You self-sustain so you can keep walking up to things. Echo of Harvest (weakened kill → Orb + Void Breach) + Echo of Starvation (pick those up → Devour) keeps you healed between finishes without needing the team to babysit you. Devour + invis is the same survivability spine as the Sherpa/Omnioculus build — borrowed here purely to keep the battery alive.
It scales with the team, not against the encounter. Output is "abilities and ammo for two other people," which is worth most exactly where it's hardest to generate — GMs and raid DPS — and worth almost nothing solo. Honest framing: this is a 3-stack tool. Solo, run Omnioculus (`hunter_sherpa.md`) instead.
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.
Primary: a Void option (Repulsor Brace / Destabilizing) pairs with the Void kit and Echo of Harvest, but any primary that reliably chips targets to finisher health works.
Special/Heavy: carry whatever your fireteam's damage phase wants — Aeon refills it for them, so bring the gun the team is actually shooting the boss with.
Champions (Anti-Champion 2.0): stun is intrinsic to weapon archetypes now; Deadfall's suppress covers Overload behaviour. Pick frames covering Barrier/Unstoppable so you're not dead weight on champion duty between finishes.
Stats & archetypes
You want to finish often and survive the approach, not deal damage.
Class 150+ (Gambler's Dodge uptime = Vanishing Step invis frequency) → Health 100+ (you walk into melee range constantly) → Melee (Snare Bomb for team invis).
Archetypes: Skirmisher / Specialist (Class-weighted) for dodge uptime.
Mods: Utility Kickstart (dodge back faster), Recuperation / Better Already (heal on orb/finish), Reaper for orb generation. Super and Grenade are dump stats — your value is the finisher, not your own super.
Set bonus (optional garnish)
House rule: works without any set; sets are seasoning. On-theme picks, all from `docs/knowledge/set_bonuses.md`:
NEZAREC'S NIGHTMARE — 2pc orbs off subclass-debuffed kills (everything you touch is debuffed); 4pc finisher → Devour/DR. Reinforces both the orb economy and the self-sustain-on-finish loop. Best fit.
TAKEN KING — 2pc finishers/revives → a +Super ritual; thematically a battery's set, though the Super buff is self-only.
Slot one only if the pieces already carry your Class/Health stats. Don't chase.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Void Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (5/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Void Weapon Surge3efill
Your 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 Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces 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
Set up the pack: tether (Deadfall) or Vortex/Duskfield a cluster; chip them to finisher health with your primary.
Cloak and finish: dodge (Vanishing Step → invis) or ride a Stylish-Executioner invis in, finish an Elite → fireteam Special; finish a boss/miniboss in DPS → fireteam Heavy + ally Super energy.
Re-cloak on the finish (Echo of Obscurity) → walk to the next target while invisible.
Stay alive between finishes: weakened kills → Orb + Breach (Harvest) → pick up → Devour (Starvation). Smoke the team before pushes/revives.
In a damage phase: position to finish whatever's available the instant it hits finisher health — every finish is a teammate's ammo/super topped up.