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Void

House Edge — Fortune's Favor (Void Hunter)

Aggressive overshield-fed gunplay — kill healthy, bank an overshield, let it buff every shot

Anchor: Fortune's Favor (Legs) · Subclass: Nightstalker · Role: Aggressive overshield-fed gunplay — kill healthy, bank an overshield, let it buff every shot Sandbox: 9.7.0 · Created 2026-06-16

The house always wins because it stacks the odds before the bet. Land a kill at full health and the Pants quietly convert your shields into an overshield — and while that overshield is up your guns hit with more accuracy, stability, handling, and damage. So the reward for being healthy is a better gun, and a better gun keeps you healthy. Devour is the croupier: every kill heals you to full, which re-arms the whole table. Run it loud — a gun-primary build that snowballs the longer you stay alive.

Loadout

SlotPickWhy
SuperShadowshot: DeadfallOn-theme team debuff; tethers the pack so you can clean it up at full health and keep the overshield armed. Any Void super works — the build lives in the legs, not the super.
Class abilityGambler's DodgeRefunds melee near enemies (Trapper's Ambush fuel) and resets your position between fights. Marksman's Dodge if you'd rather reload.
MovementTriple JumpAir control to peek, reposition, and stay out of the chip damage that would deny the "full health" trigger.
MeleeSnare Bomb (Vanishing Step covers invis if you prefer)A throwable Smoke Bomb for weaken/disengage; the build is gun-led, so the melee is a safety tool, not a damage source.
GrenadeMagnetic GrenadeAttaches + double-detonates; with Echo of Undermining it's a precise weaken delivery for a champion/priority, and grenade kills feed Devour upkeep. (Vortex if you want lingering AoE weaken.)
Aspect 1Feed the VoidAny Void ability kill → Devour (full heal + grenade energy on every kill, chaining extends it). This is the engine that keeps you at full health, which is what arms Fortune's Favor. +2 aspect energy / 2 fragment slots.
Aspect 2Stylish ExecutionerAny elementally-debuffed kill → Invisibility + Truesight; the next melee while invis weakens. Free disengage to protect your health bar, plus a weaken source to keep Devour and Harvest fed. (Swap to Trapper's Ambush if you want a Devour-granting, Class-stat-scaling dive.)
Fragments (5/5)

Devour-leaning, exactly as the engine wants: Harvest + Starvation + Persistence is the standard "never stop healing" core, and Undermining + Vigilance bolt two extra overshield/weaken feeds onto it.

Exotic — Fortune's Favor (Legs)

Kismet: After landing a final blow while at full health, or when out of combat for an extended duration, your shields will slowly recharge into an overshield. When you have an overshield, your weapons gain increased accuracy, stability, handling, and damage against combatants, and final blows will grant a short period of increased mobility once the overshield is depleted.

Two ways to charge the overshield, and the build feeds both:

While the overshield is up, your weapons get accuracy, stability, handling, and damage vs combatants — a flat, always-on gun buff that costs you nothing but staying healthy. Note the double-dip: this damage bonus stacks on top of the Weapons stat ("increases weapon damage against minor and major combatants"), so you have two independent paths to the same vs-red/orange damage multiplier. And when the overshield finally pops, a final blow grants a mobility burst — a reposition kicker that helps you re-establish the full-health state and start the next overshield. Class-agnostic-ish: nothing here is Void-locked, so the Pants slot onto any subclass that can keep you healthy — but Void's Devour does it best, which is why this is a Nightstalker build.

Why this works (the mechanics)

Weapons

The overshield buffs any weapon, so pick on feel — but two slots want intent:

Stats & archetypes

Unlike most Void Hunter builds, do not dump Health here — the exotic keys off being at full health, and the Health stat raises how much you heal per Orb of Power (and cuts flinch, protecting the kill that has to land healthy). So Health is a real stat on this build, not a sacrifice.

Set bonus (optional garnish — works fully without one)

House rule: sets are flavour, not a driver. The build is complete on Tier 4 gear with no set bonus. If your rolls already carry Weapons/Health and you want a 2pc/4pc:

Slot a set only if it doesn't cost you the Weapons/Health stats above.

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3eRapid 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)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 (7/10)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.
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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Reaper 1e fillShortly 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.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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: font mods to hit the Weapons/Health targets; Special/Heavy Finisher as taste.

The loop

Low-APM by design — there's no rotation to babysit; staying healthy is the build.