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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The finisher-and-invisibility subclass — tether, Snare Bomb and Stylish Executioner all feed the loop.
Super
Shadowshot: Deadfall
The tether dramatically weakens and suppresses a whole pack, dropping them toward finisher threshold and stunning Overloads.
Class ability
Gambler's Dodge
Dodging near an enemy fully refunds your melee, keeping Snare Bombs on tap.
Movement
Triple Jump
Maximum mid-air control to reposition and close the last few metres onto a finisher target.
Melee
Snare Bomb
Weakens on hit (arms Stylish Executioner) and can cloak you — the safe approach into finisher range.
Grenade
Vortex
A lingering vortex that chips a clustered pack down to finisher threshold.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invisibility and Truesight, so finisher kills chain cloaks.
Aspect 2
Vanishing Step
Dodging makes you invisible — a second, movement-based invis source (doubled by Coyote).
Fragments
Cessation · Obscurity · Starvation · Persistence
Volatile bursts, finisher-invis, Devour and extended Void-buff duration — the whole economy.
Exotic armour
Spirit of the Assassin + Spirit of the Coyote (Class item)
Finisher-invis plus a second dodge charge — the loop's dedicated engine.
Weapons
Void primary w/ Repulsor Brace + a Special
Repulsor overshield off Void debuffs, chip to threshold; the Special is fed by Dreadful Finisher drops.
Fragments
Echo of Cessationfinisher final blows create a burst of Void damage that makes nearby combatants volatile
Echo of Obscurityfinisher final blows grant Invisibility — the loop's heart
Echo of StarvationOrb / Void Breach pickup grants Devour
Echo of PersistenceVoid buffs on you last longer
Why it works (the mechanics)
The finisher is free damage with an i-frame. The animation briefly makes you invulnerable and executes anything below the health threshold regardless of its remaining HP — thousands of effective damage on a major for zero ammo. This build simply industrialises the trigger so it happens constantly.
One button pays out five times. A single finisher final blow simultaneously refunds grenade + melee (Fierce Proxemics), makes the surrounding pack volatile (Echo of Cessation), cloaks you (Echo of Obscurity and Spirit of the Assassin), and — on powerful targets — drops Special ammo (Dreadful Finisher). Five effects, one input, no cooldown gate.
Invisibility de-risks both ends of the loop. The finisher's only weakness is standing in melee range to begin it, but you arrive invisible (Snare Bomb, Vanishing Step, or the previous finisher's cloak) and leave invisible (Obscurity + Assassin). Echo of Persistence stretches every one of those cloaks longer.
Debuffs cascade a pack to threshold together. Deadfall suppresses and weakens the whole tether; Singularity Blade's melee-weaken and Void Infestation's tracking weaken-projectile spread the debuff further; Vortex and Repulsor-Brace fire finish the chip. Weakened, volatile targets all satisfy Stylish Executioner, so finisher kills chain invisibility across the room like a combo string.
Devour keeps you topped without leaving the loop. Echo of Starvation converts any Orb (including Precision Equity's big Orb) or Void Breach into Devour, and Power from Pain grants Devour on rapid final blows against the weakened pack — so health regenerates on every kill while Persistence extends the Devour timer.
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:
Boots: Recuperation — orb pickups restore 15/21/21 HP, a second healing source alongside Devour.
Arms: Reaper (class-ability cast → next weapon kill spawns an Orb) + Utility Kickstart (orb pickup refunds class-ability energy) — spins the dodge/orb economy.
Chest: Void resist / Concussive Dampener for survivability while you sit in melee range to finish.
Surge: Void Surge — matches the Void primary and 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.
Artifact — Encrypted Data Disk
Picks (2/3/2):
Tier 1: Fierce Proxemics · Power from Pain
Tier 2: Singularity Blade · Precision Equity · Counter Energy
Tier 3: Void Infestation · Kinetic Rupture
Fierce Proxemics is the literal engine — "Finisher final blows grant grenade and melee energy" is the refund that makes finishers a resource loop instead of a one-off, so both your Snare Bomb and Vortex come back on every execution.
Power from Pain grants Devour on rapid final blows against weakened targets — and Deadfall weakens the entire pack, so cleaning up a tethered group tops your health without touching a fragment.
Singularity Blade weakens on melee/sword hits while you hold a Void buff (you always do — invis/Devour/overshield), and its final-blow weakening burst softens clusters to finisher threshold.
Precision Equity builds a large Orb of Power from precision kills; Echo of Starvation turns picking it up into Devour, and it also grants bonus weapon damage on pickup.
Void Infestation makes a defeated weakened target spit a tracking weaken-projectile, chaining the debuff across the room so everything drops to threshold together.
Counter Energy refunds your least-charged ability whenever you stun a champion (Deadfall suppress / Kinetic Rupture), and Kinetic Rupture supplies the build's Unstoppable stagger.
Where it shines
Add-dense PvE — Nightfalls, Onslaught, GM lost sectors. Tether a room, chip it, and chain finishers across the pack; the refund economy never runs dry when there are bodies to execute.
Solo / low-team content where the built-in invisibility and Devour make the constant melee-range approach survivable without a support player.
Champion coverage:Overload is broken by Deadfall's suppressing tether (Super); Unstoppable by Kinetic Rupture (artifact, Kinetic weapon vs powerful combatants). Barrier is NOT covered intrinsically — bring an anti-Barrier weapon or an anti-Barrier artifact perk. Note: Echo of Cessation applies volatile, which does not stun any champion.
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)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (5/10)
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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
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.
Bomber1e
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: 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.