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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The only class that can tether, weaken and suppress a whole pack from one cast.
Super
Shadowshot: Deadfall
Tethers foes to a Void Anchor, dramatically weakening and suppressing them for you and your allies.
Class ability
Gambler's Dodge
Refills melee on a dodge near enemies, feeding Smoke and the Vanishing Step invis loop.
Movement
Triple Jump / High Jump
Air control to line up the tether angle and to trigger Trapper's Ambush dives.
Melee
Smoke Bomb
In 9.7.0 the smoke grants invisibility to you and nearby allies by default, so the team repositions for free.
Grenade
Vortex Grenade
Lingering Void vortex that weakens (via Undermining) and feeds grenade-kill loops.
Aspect 1
Vanishing Step
Dodging makes you invisible — pairs with Trapper's Ambush for the smoke-cloud behaviour.
Aspect 2
Trapper's Ambush
Air-move dive that consumes class ability energy and damages on impact, greatly increased while you hold any Void status.
Devour sustain, longer Void buffs, Volatile Rounds and grenade-weaken — the full Void loop.
Exotic armour
Orpheus Rig (Legs)
Refunds Super and neutral energy per tethered target and adds a Moebius Quiver shot.
Weapons
Void primary (Graviton Lance / Collective Obligation) + Praxic Blade + power of choice
Void guns benefit from the tether's weaken and Volatile; Destabilizing/Repulsor rolls close the loop.
Fragments
Echo of Starvation
Echo of Persistence
Echo of Instability
Echo of Undermining
Why it works (the mechanics)
Weaken is the rare buff that multiplies a whole fireteam. Deadfall's weaken sits in the debuff bucket, so it stacks on top of every teammate's own weapon and damage buffs instead of overwriting them. A personal-damage Super helps one Guardian; a good tether helps all six, which is why it out-damages selfish Supers in group content.
Orpheus makes the value per-target. Uncanny Arrows returns up to 50% of the Super plus 10% of each neutral ability per tethered body, so a tether into a wave hands most of the Super back — density is the fuel, not the enemy.
Suppress is champion control without a stun weapon. The tether and Smoke suppress everything they catch, shutting down Overload regeneration and ability-spam enemies (Subjugators, Tormentor teleports) so the weapon slots do not have to pay for that coverage.
Trapper's Ambush turns Void status into burst. The dive is class-ability-typed, so kickstart/Reaper mods apply and Class-stat regen feeds it. Because impact damage is greatly increased while you hold any Void status, diving into the already-weakened, suppressed tether pack is free burst that also churns class-ability energy. The Devour and healing that keep you alive come from the Void verb engine (next point), not from the dive itself.
The Void verb engine self-sustains. Echo of Starvation converts any Orb of Power or Void Breach pickup into Devour, Echo of Persistence stretches that Devour (and your invis), Echo of Undermining makes Vortex weaken, and Echo of Instability turns grenade kills into Volatile Rounds — so guns keep the weaken and volatile flowing between tethers.
Invisibility is free and shared. Smoke Bomb (9.7.0) blankets the fireteam in invis by default and Vanishing Step tops it up on every dodge, letting you reposition to the next tether angle without ever needing Gyrfalcon or a kill first.
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:
Boots: Innervation / Insulation to top up grenade and class energy from orb pickups.
Arms: Momentum Transfer or Impact Induction to feed ability energy off the dive and grenade hits.
Chest: resist mods for the content (Void/arc/solar) since Trapper's Ambush lands you in melee range.
Class item: Utility Kickstart + Reaper — dodge and orbs on demand to keep the smoke/invis loop live.
Surge: Void Surge to push the tethered pack's damage even higher for your own guns.
Anti-Champion: suppress from the tether/Smoke covers Overload intrinsically; bring an Anti-Barrier or Unstoppable weapon frame for the rest.
Power From Pain turns the tether into an engine: rapid final blows against weakened combatants (i.e. the whole tethered pack) grant Devour and spawn a Void Breach.
The Thick Of It grants Armor Charge while surrounded — exactly where the tether drags enemies — feeding your Reaper/kickstart economy.
Void Renewal is the core loop: while Devour is active, Void weapon final blows generate Void Breaches, and picking them up reloads and boosts handling.
Curative Orbs hands you an Orb on the first shield break and heals off pickups, stacking on the Orpheus orb stream for the fireteam.
Debilitating Wave matches your Super — a finisher emits a Void wave that applies Weaken, extending the debuff to targets outside the tether.
Supernova and Old God's Rite convert the Void Breaches you are already generating into extra weakening pulses and seeking projectiles, layering the team debuff and add-clear.
Where it shines
Endgame add-dense content (GMs, master raids, dungeons): density feeds Orpheus, and the fireteam-wide weaken is the biggest damage lever you can pull for a team.
Boss DPS windows: a tether onto the boss is a flat damage multiplier stacked over everyone's own buffs.
Champion coverage: suppress from the tether and Smoke breaks Overload intrinsically (stops their regen/teleport); bring an Anti-Barrier or Unstoppable weapon frame for Barrier and Unstoppable, since volatile no longer stuns Barrier in 9.7.0.
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)
Insulation1e
Reduces class ability cooldown each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown 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).