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
Slot
Pick
Why
Super
Shadowshot: Deadfall
On-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 ability
Gambler's Dodge
Refunds melee near enemies (Trapper's Ambush fuel) and resets your position between fights. Marksman's Dodge if you'd rather reload.
Movement
Triple Jump
Air control to peek, reposition, and stay out of the chip damage that would deny the "full health" trigger.
Melee
Snare 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.
Grenade
Magnetic Grenade
Attaches + 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 1
Feed the Void
Any 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 2
Stylish Executioner
Any 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)
Echo of Harvestweakened kills → Orb of Power and a Void Breach
Echo of Starvationpick up either → Devour — the backup heal when Feed the Void hasn't proc'd
Echo of PersistenceInvisibility, Overshield, and Devour all last longer — it literally extends the Fortune's-Favor overshield
Echo of UnderminingVoid grenades weaken — the debuff source for Stylish + Harvest
Echo of Vigilancefinal blow while shields are depleted → a temporary Void overshield — a second, independent way to arm the exotic's weapon buff when you don't start the kill at full health
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:
The aggressive path (the one you'll use): kill at full health. Devour guarantees you're at full health after almost every kill, so the next kill almost always qualifies — the overshield tops up off your normal gunplay.
The passive path: break contact for a beat (Stylish invis, a dodge behind cover) and "out of combat for an extended duration" recharges it for free.
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)
Full health is the trigger, and Devour manufactures full health. Feed the Void puts Devour on any Void ability kill; every kill after that heals you to full. Since Fortune's Favor wants the kill landed at full health, Devour means the next kill almost always qualifies — the overshield charges off ordinary killing, not a ritual. The two systems are the same loop: stay healthy → bank overshield → guns hit harder → stay healthy.
The overshield is a free, permanent gun buff. Accuracy, stability, handling and damage vs combatants apply to whatever you're holding the moment an overshield exists. There's no element requirement and no weapon-swap discipline to manage (unlike Lucky Pants) — it's a passive surge that's on whenever you're not bleeding. That's why it reads as "gun-primary": the build's job is to keep an overshield up so your normal shooting is just better.
Two independent overshield sources, so it's up in both directions. Fortune's Favor charges off kills at full health; Echo of Vigilance charges off kills while shields are depleted. Between them you bank an overshield whether the fight is going well or going badly — healthy-and-winning arms the exotic, hurt-and-fighting arms Vigilance. Persistence then stretches whichever one you get.
The weaken sub-engine feeds the heal and the orb economy. Echo of Undermining makes your Magnetic Grenade a weaken; Stylish Executioner's post-execute melee weakens; Snare Bomb weakens. Weakened kills (Echo of Harvest) drop an Orb of Power and a Void Breach — and picking up either grants Devour (Echo of Starvation). So even a missed Feed-the-Void proc still routes back to full health, which re-arms the exotic.
Safety is built into the damage loop, not bolted on. Stylish Executioner gives invis + Truesight on any debuffed kill — that's both your "break contact to protect the full-health state" button and the passive-recharge trigger ("out of combat for an extended duration"). Staying alive and charging the overshield are the same action.
The mobility kicker closes the loop on overshield expiry. When the overshield drains, the next final blow grants a burst of increased mobility — exactly when you want to reposition to a safe angle, top off health (Devour), and start the next full-health kill. The build never has a dead moment between overshields.
PvE and PvP both pay out.PvE: the damage-vs-combatants bonus + Weapons stat melts reds and oranges, Devour tanks chip damage, and Deadfall/weaken handle the priority targets. PvP: the overshield is raw effective-health in a duel, the accuracy/stability/handling buff is a real aim advantage mid-fight, and "out of combat for an extended duration" means you re-peek every engagement with an overshield already up — you win the first trade more often, and winning it (a kill at full health) immediately re-banks the overshield for the next one.
Weapons
The overshield buffs any weapon, so pick on feel — but two slots want intent:
A Void weapon is worth one slot to keep the Void verbs flowing (Harvest needs weakened kills; Stylish needs debuffed kills). Repulsor Brace is the standout perk here — Void kills grant a Void overshield, a third independent way to arm Fortune's Favor's weapon buff straight off the trigger. Destabilizing Rounds (Void kills → volatile, more debuffed kills for Harvest/Stylish) is the other strong pick.
Your main DPS weapon goes wherever you like — the exotic's accuracy/stability buff favours weapons where those stats convert to real DPS (auto rifles, pulses, SMGs that benefit from tighter recoil, hand cannons that want the handling). Just hold it while the overshield is up.
Champions (Anti-Champion 2.0): stun is intrinsic to weapon archetypes now — pick frames that cover Barrier/Unstoppable on your two primaries; Deadfall's suppress + Snare Bomb handle Overload and ability-spam elites; weaken (Undermining) thins champion health for the fireteam.
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.
Weapons → ~150-200. Direct double-dip with the exotic: more weapon damage vs minors/majors on top of the overshield's damage bonus, plus reload/handling that the overshield already pads. This is your primary stat.
Health → ~100. Bigger orb heals (you make a flood of orbs via Harvest) keep you topped to full faster, which arms the exotic more often.
Class → ~100. Faster dodge = more Trapper's Ambush/Gambler's value and more invis windows for the passive recharge.
Melee / Grenade / Super → leftovers. Abilities are support here; the grenade wants enough uptime to keep a weaken in rotation, but the guns are the damage.
Archetypes: favour pieces rolling Weapons + Health (e.g. Gunner/Brawler blends); a Powerhouse piece for Weapons/Super is fine. Mods: Void or weapon-element Surge ×2 on boots (stacks with the overshield buff), a Siphon matching your add-clear element (orbs → Health-stat heals + Harvest synergy), Orbs of Restoration on a dump-stat piece, font mods to hit the Weapons/Health targets, and Special/Heavy Finisher as taste.
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:
Nezarec's Nightmare is the on-theme pick. 2pc Bad Dreams — debuffed kills have an escalating chance to spawn an Orb of Power (you're constantly debuffing, and every orb is a Health-stat heal toward "full"). 4pc Dream-Devourer — finisher on a powerful combatant grants Devour + damage resistance while you have it: more full-health uptime, reinforcing the exact trigger the exotic needs.
Iron Panoply is the literal-flavour alternative. 2pc Vigilant Watch — weapons gain stability and handling as your health drops, and weapon kills while shields are depleted heal you. It mirrors the exotic's gun buff for the moments you're not healthy and pairs cleanly with Echo of Vigilance.
Slot a set only if it doesn't cost you the Weapons/Health stats above.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3e
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)
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 (7/10)
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.
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Reaper1efill
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.
Powerful Attraction2efill
Automatically 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.
Open by killing into a pack — a Void ability kill (or any kill, then a grenade) gives you Devour, healing you to full.
Now you're at full health, so the next final blow charges the overshield (Fortune's Favor) → your guns instantly hit harder/tighter. Just keep shooting.
Keep weakening — Magnetic Grenade (Undermining), Snare Bomb, or Stylish's melee — so weakened kills drop orbs + Void Breaches (Harvest); pick them up for Health-stat heals and Devour (Starvation). You stay at full, so the overshield keeps re-banking off every kill.
Taking heat? Stylish-execute a debuffed target → invis + Truesight, break contact behind cover. That both protects the full-health state and (after a beat out of combat) passively recharges the overshield.
When the overshield pops, the next kill's mobility burst is your cue to reposition to a clean angle, top off Devour, and start the next full-health kill.
Tether the densest pack or a boss with Deadfall for the 35% team weaken when the fight calls for it — then mop up at full health to re-arm everything.