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Void

Black Hole — Shadowshot: Deadfall (Void Hunter)

Debuff support / orb engine

Centerpiece: Orpheus Rig (Legs) · Subclass: Nightstalker · Role: Debuff support / orb engine Sandbox: 9.7.0 · Updated 2026-07-03

This is the team-play super. You fire a single tether into the densest pack, and everything caught weakens, suppresses and gets dragged into one killbox while your fireteam unloads. Orpheus Rig hands most of the Super back for every body you snag, so in add-dense content the debuff barely goes down — you are the reason five other Guardians are hitting harder.

The exotic

Orpheus Rig (Leg Armor) — Uncanny Arrows: Provides ability energy for each target tethered by Deadfall anchors. Moebius Quiver has an additional shot.

Clarity's community numbers put a hard ceiling on the refund: each tethered enemy returns Super energy up to a maximum of 50% of the whole Super, plus 10% grenade, melee and class-ability energy per body (Super Energy is unaffected by the ability chunk-scalar; the neutral energy is). In practice one good Deadfall into a wave hands you the bulk of your Super straight back and tops off every other ability at the same time. Because the return scales with the number of tethered targets, the exact thing that starves most builds — enemy density — is what feeds this one. The result is near-permanent access to the strongest team debuff in the game plus a steady orb stream that services the whole fireteam.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The only class that can tether, weaken and suppress a whole pack from one cast.
SuperShadowshot: DeadfallTethers foes to a Void Anchor, dramatically weakening and suppressing them for you and your allies.
Class abilityGambler's DodgeRefills melee on a dodge near enemies, feeding Smoke and the Vanishing Step invis loop.
MovementTriple Jump / High JumpAir control to line up the tether angle and to trigger Trapper's Ambush dives.
MeleeSmoke BombIn 9.7.0 the smoke grants invisibility to you and nearby allies by default, so the team repositions for free.
GrenadeVortex GrenadeLingering Void vortex that weakens (via Undermining) and feeds grenade-kill loops.
Aspect 1Vanishing StepDodging makes you invisible — pairs with Trapper's Ambush for the smoke-cloud behaviour.
Aspect 2Trapper's AmbushAir-move dive that consumes class ability energy and damages on impact, greatly increased while you hold any Void status.
FragmentsStarvation · Persistence · Instability · UnderminingDevour sustain, longer Void buffs, Volatile Rounds and grenade-weaken — the full Void loop.
Exotic armourOrpheus Rig (Legs)Refunds Super and neutral energy per tethered target and adds a Moebius Quiver shot.
WeaponsVoid primary (Graviton Lance / Collective Obligation) + Praxic Blade + power of choiceVoid guns benefit from the tether's weaken and Volatile; Destabilizing/Repulsor rolls close the loop.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Class → Health. Lean into a Super/Class archetype (Colossus or Reaver) so the tether comes back fast and your class ability — which fuels every Trapper's Ambush dive — regenerates quickly; Health third for survivability while you dive into packs.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2):

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)Insulation 1eReduces class ability cooldown each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown 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).