← Back
Void

Finishing School — Finisher Economy (Void Hunter)

Finisher-loop utility engine

Centerpiece: Spirit of the Assassin + Spirit of the Coyote (Class item) · Subclass: Nightstalker · Role: Finisher-loop utility engine Sandbox: 9.7.0 · Updated 2026-07-03

The finisher button stops being a flourish and becomes your primary ability. One execution refunds your grenade and melee, cloaks you, makes the pack volatile, and prints Special ammo — all at once, on no cooldown. You arrive invisible, you leave invisible, and every kill you steal fuels the next one.

The exotic

Spirit of the Assassin — Finishers and powered melee final blows grant invisibility.

Spirit of the Coyote — Gain an additional class ability charge.

This Prismatic-style Hunter class item welds two Void-flavoured perks into one slot. Spirit of the Assassin bolts an invisibility trigger directly onto the finisher animation, so the cloak fires from the execution itself rather than depending on a fragment or a dodge — a third, always-on invis source stacked on top of Echo of Obscurity and Vanishing Step. Spirit of the Coyote hands you a second dodge charge, and since every dodge is a Vanishing Step this doubles your on-demand invisibility windows and your Gambler's Dodge melee refunds. Together they guarantee you can always be invisible when you walk into melee range to start a finisher, and always be invisible again the instant it ends — the class item makes the loop's entry and exit both free and both safe. Column-legal (Col 1 + Col 2).

Loadout

SlotPickWhy
SubclassNightstalker (Void)The finisher-and-invisibility subclass — tether, Snare Bomb and Stylish Executioner all feed the loop.
SuperShadowshot: DeadfallThe tether dramatically weakens and suppresses a whole pack, dropping them toward finisher threshold and stunning Overloads.
Class abilityGambler's DodgeDodging near an enemy fully refunds your melee, keeping Snare Bombs on tap.
MovementTriple JumpMaximum mid-air control to reposition and close the last few metres onto a finisher target.
MeleeSnare BombWeakens on hit (arms Stylish Executioner) and can cloak you — the safe approach into finisher range.
GrenadeVortexA lingering vortex that chips a clustered pack down to finisher threshold.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target grants invisibility and Truesight, so finisher kills chain cloaks.
Aspect 2Vanishing StepDodging makes you invisible — a second, movement-based invis source (doubled by Coyote).
FragmentsCessation · Obscurity · Starvation · PersistenceVolatile bursts, finisher-invis, Devour and extended Void-buff duration — the whole economy.
Exotic armourSpirit of the Assassin + Spirit of the Coyote (Class item)Finisher-invis plus a second dodge charge — the loop's dedicated engine.
WeaponsVoid primary w/ Repulsor Brace + a SpecialRepulsor overshield off Void debuffs, chip to threshold; the Special is fed by Dreadful Finisher drops.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Melee → Health. Lean Reaver (Class/Melee) with a Skirmisher secondary — the loop lives on dodge uptime (Vanishing Step + Gambler's melee refund) and Snare Bomb frequency, so Class ability and Melee regen are the primary knobs.

Mods:

Artifact — Encrypted Data Disk

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 (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)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Void Resistance 1e fillReduces incoming Void damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (5/10)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.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
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 1eReduces 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: Special for the damage that chips packs to threshold. - **Anti-Champion:** Overload via Deadfall's suppressing tether; Unstoppable via Kinetic Rupture (artifact). Slot an anti-Barrier weapon or artifact perk — Barrier is the one champion the kit doesn't break intrinsically.