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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Two kill/dodge invis sources + finisher re-cloak + Devour, so the battery survives walking into melee range on repeat.
Super
Shadowshot: Deadfall
Weakens and suppresses a whole pack, letting you safely set up finishes on a tethered cluster.
Class ability
Gambler's Dodge
Cheap, frequent dodge → the invis source (via Vanishing Step) for a safe finisher approach.
Movement
Triple Jump
Aerial reposition to reach the next finisher-health target quickly.
Melee
Snare Bomb
Smoke on demand — team invis cover while allies set up the kills you then finish.
Grenade
Vortex
Grouping + Weaken DoT so targets reach finisher-health together.
Aspect 1
Vanishing Step
Dodging makes you invisible — personal invis on demand so you can finish in the open.
Aspect 2
Stylish Executioner
Any elemental-debuffed kill grants invis + Truesight — a second, kill-fed cloak into the next finish.
Fragments
Persistence · Obscurity · Harvest · Starvation
Longer invis, re-cloak on the finish, and a self-sustain Breach→Devour loop between finishes.
Exotic armour
Aeon Swift (Gauntlets)
Converts each finish into fireteam Special/Heavy/Super per Armsbearer Chant.
Chip targets to finisher-health and stay on-element; carry the gun Aeon will refill for the fireteam.
Fragments
Echo of Persistence · Echo of Obscurity · Echo of Harvest · Echo of Starvation
Why it works (the mechanics)
The finisher is the whole build, so the build is engineered to finish constantly. Deadfall groups and weakens a pack, Vortex holds and re-weakens them, and suppress + Weaken bring tough targets into finisher-health together. You are manufacturing finish opportunities on a timer, not waiting for the encounter to hand them to you.
Invisibility is the delivery system, not the payoff. A finisher locks you into a vulnerable animation in the open. Vanishing Step (dodge → invisible) and Stylish Executioner (elemental-debuffed kill → invisible + Truesight) let you approach and execute untargetable, and Echo of Obscurity re-cloaks you on the finish itself so the next one is just as safe. That is the difference between a battery that survives a GM and one that dies mid-animation.
Aeon converts each finish into fireteam resources. Per Armsbearer Chant, finishing an Elite generates Special ammo for the fireteam; finishing a boss or miniboss generates Heavy ammo for the fireteam; and the Super-energy clause means even your trash finishes feed teammates' supers. In a damage phase that is three players topped off from reserves instead of reloading.
You self-sustain so you can keep walking up to things. Echo of Harvest (weakened kill → Orb + Void Breach) plus Echo of Starvation (pick up a Breach or Orb → Devour) keeps you healed between finishes without the team babysitting you, and Echo of Persistence stretches every invis, overshield and Devour window so the cloak lasts through the approach.
The artifact pool doubles the self-sustain and adds a finish-triggered wave. Power From Pain makes weakened final blows grant Devour and spawn a Void Breach — the exact spine of the loop — while Debilitating Wave makes every finisher emit a Void weakening wave, re-applying the debuff that sets up the next finish.
It scales with the team, not against the encounter. Your 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 three-stack tool. Solo, run Omnioculus (`hunter_sherpa.md`) instead.
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:
Boots: Recuperation / Better Already — heal on Orb pickup and finish, reinforcing the walk-into-melee loop.
Arms: Momentum Transfer / Impact Induction — melee/grenade energy on damage to keep Snare Bomb and Vortex churning.
Class item: Utility Kickstart — refunds dodge energy so the invis source comes back faster; Reaper for orb generation.
Surge: Void Weapon Surge — matches the Void primary and 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.
Artifact — Slayer Baron Apothecary Satchel
Picks (2/3/2):Power From Pain + The Thick Of It — Void Renewal + Curative Orbs + Debilitating Wave — Supernova + 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.
Power From Pain — weakened final blows grant Devour and spawn a Void Breach: your exact self-sustain spine in one mod.
The Thick Of It — final blows while surrounded grant Armor Charge, fuelling the charge economy you walk into melee for.
Void Renewal — while Devour is active, Void-weapon final blows roll Void Breaches, multiplying the Breach economy that drives the loop (and reloading your GL/Shotgun from reserves).
Curative Orbs — first shield break each fight makes an Orb of Power: a direct payoff for the team-orb battery role, plus a trickle of self-heal on pickups.
Debilitating Wave — finishers emit a wave matching your Void Super, applying Weaken — perfect on a build that finishes constantly and needs the debuff re-applied.
Supernova + Old God's Rite — picking up a Void Breach turns your next Void damage into a weakening pulse and rains seeking projectiles, both softening the next pack to finisher-health.
Where it shines
Grandmaster Nightfalls (3-stack): the ammo and super economy Aeon prints is worth most exactly where ammo and supers are hardest to earn, and invis keeps the battery alive through the approach.
Raid / dungeon damage phases: finish anything that hits finisher-health the instant it does — every finish is a teammate's Special, Heavy or super topped up mid-DPS.
Champion coverage: nothing is broken intrinsically by this loadout. Deadfall's suppress covers Overload behaviour on a tethered pack; Barrier and Unstoppable come from your weapon archetypes (Anti-Champion 2.0). The artifact's Unstoppable (Kinetic Impacts) is available in-pool but not picked — bring frames covering the champions your fireteam faces.
Not solo: solo value is intentionally low; for a solo/duo Void survival support, use `hunter_sherpa.md` (Omnioculus).
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 (7/10)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
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.
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 Surge3e
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: 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.