Centerpiece: 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 · Updated 2026-07-03
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 a Void overshield — and while that overshield is up your guns hit with more accuracy, stability, handling, and damage. The reward for being healthy is a better gun, and a better gun keeps you healthy. Devour is the croupier: every ability kill heals you to full and re-arms the whole table. Run it loud — a gun-primary build that snowballs the longer you stay alive.
The exotic
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.
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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 a Void overshield, and the build feeds both. The aggressive path is a weapon kill scored at full health — Devour keeps you topped, so almost every kill qualifies and the overshield refills off ordinary gunplay (Clarity: ~6.6 overshield HP/s while it charges). The passive path is simply breaking contact: after roughly 4.5 seconds out of combat the shields recharge into an overshield for free. While any overshield is up your held weapon gains 35 Stability, 35 Handling, a tighter accuracy cone, and 15% increased weapon damage against combatants (20% for Heat-Based weapons) — a flat, always-on gun surge that costs nothing but staying healthy. Score a kill while the overshield is active and its eventual depletion triggers Hasty Escape: 30 Mobility for 5 seconds, a reposition kicker to re-establish full health and start the next cycle. Nothing here is Void-locked, so the Pants work on any healing subclass — but Devour arms them best.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Devour is the cleanest heal-to-full in the game, and full health is the exotic's trigger.
Super
Shadowshot: Deadfall
On-theme team debuff that tethers the pack so you clean it at full health and keep the overshield armed; any Void super works since the build lives in the legs.
Class ability
Gambler's Dodge
Refunds melee near enemies and resets your position between fights; Marksman's Dodge if you would 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
A throwable Smoke Bomb for weaken and disengage; the build is gun-led, so the melee is a safety tool, not a damage source.
Grenade
Magnetic Grenade
Attaches and double-detonates; with Echo of Undermining it becomes precise weaken delivery for a champion or priority, and grenade kills feed Devour upkeep.
Aspect 1
Feed the Void
Any Void ability kill grants Devour (full heal + grenade energy on every kill); this is the engine that keeps you at full health, which arms Fortune's Favor.
Aspect 2
Stylish Executioner
Any elementally-debuffed kill grants Invisibility + Truesight, and the next melee while invisible weakens — a free disengage that protects your health bar and feeds Devour and Harvest.
The Devour "never stop healing" core plus two extra overshield/weaken feeds bolted on.
Exotic armour
Fortune's Favor (Legs)
The whole build — a full-health kill banks an overshield that flatly buffs whatever gun you hold.
Weapons
Void primary w/ Repulsor Brace or Destabilizing Rounds + free DPS special + heavy
One Void slot keeps the verbs flowing; the overshield buffs any weapon, so the other two are on feel.
Fragments
Echo of Harvestweakened kills create an Orb of Power and a Void Breach
Echo of Starvationpick up either → Devour, the backup heal when Feed the Void has not 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
Why it 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 one loop: stay healthy, bank overshield, guns hit harder, stay healthy.
The overshield is a free, permanent gun buff. 35 Stability, 35 Handling, a 5% tighter accuracy cone, and 15% more weapon damage vs combatants (20% for Heat-Based) apply to whatever you hold the moment an overshield exists. There is no element requirement and no weapon-swap discipline (unlike Lucky Pants) — a passive surge that is on whenever you are not bleeding.
Two independent overshield sources keep it 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 badly — healthy-and-winning arms the exotic, hurt-and-fighting arms Vigilance — and Echo of Persistence 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'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). Even a missed Feed-the-Void proc routes back to full health, which re-arms the exotic.
Safety is built into the damage loop, not bolted on. Stylish Executioner grants invis + Truesight on any debuffed kill — that is both your break-contact button to protect the full-health state and the passive-recharge trigger (out of combat for ~4.5 s). Staying alive and charging the overshield are one action.
Hasty Escape closes the loop on expiry. A kill scored while the overshield is active enables Hasty Escape, which fires on depletion for 30 Mobility over 5 seconds — exactly when you want to reposition, top off Devour, and start the next full-health kill. The build never has a dead moment between overshields.
Stats & mods
Weapons 200 → Health → Class. This build refuses the usual Void-Hunter instinct to dump Health: the exotic keys off being at full health, and the Health stat both raises how much you heal per Orb of Power and cuts flinch, protecting the kill that has to land healthy. Lean toward archetypes rolling Weapons + Health (Gunner/Brawler blends); a Powerhouse piece for Weapons/Super is fine.
Mods:
Boots: Void or weapon-element Surge ×2 — stacks on top of the overshield's damage bonus for whatever you hold.
Arms: Loader or Targeting matching your DPS weapon; the overshield already pads handling, so lean into reload/aim.
Chest: resist mods for survivability, protecting the full-health trigger under fire.
Class item: Orbs of Restoration + a Bomber/Distribution mod to keep Devour and the weaken grenade in rotation.
Surge: Void (or your DPS weapon's element) — double-dips with the exotic's vs-combatant damage.
Anti-Champion: Overload from the artifact's Overload Grenades; Barrier and Unstoppable come from your two primaries' intrinsic archetype stuns (Anti-Champion 2.0).
The true Void artifact, and the one whose payoffs map onto an overshield build.
Unto The Breach turns Void debuffed kills into Void Breaches, manufacturing the currency everything downstream consumes (you are already weakening constantly).
Protective Breach picks up a Void Breach for an overshield — a fourth, artifact-level feed that arms Fortune's Favor's gun buff directly, source-agnostic.
Overload Grenades makes your Magnetic/Vortex grenade stun Overload champions, closing the build's only champion gap.
Volatile Flow (orb pickup → Volatile rounds) and Supernova (Void Breach → a weakening pulse) both recycle the Breach/orb flood back into more debuffed kills for Stylish and Harvest.
Void Weapon Channeling grants a temporary Void weapon damage bonus after a Void kill with an ability charged — it stacks onto the overshield's gun buff.
Bricks From Beyond feeds Heavy progress off Void weapon kills — ammo sustain for a gun-primary loop.
Where it shines
PvE add-clear and sustained rooms: the 15%/20% vs-combatant damage plus the Weapons stat melts reds and oranges, Devour tanks chip damage, and the overshield is up the whole fight because kills never stop.
PvP duels and re-peeks: the overshield is raw effective health, the accuracy/stability/handling buff is a real mid-fight aim advantage, and "out of combat for an extended duration" means you often re-peek with an overshield already banked — you win the first trade more often, and winning it re-banks the shield.
Champion coverage: Overload is broken intrinsically by Overload Grenades (Magnetic/Vortex); bring two primaries whose archetypes stun Barrier and Unstoppable (Anti-Champion 2.0), and let Deadfall's suppress + Snare Bomb handle Overload elites and ability-spam adds.
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)
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 (5/10)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: so lean into reload/aim. - **Chest:** resist mods for survivability; Unstoppable come from your two primaries' intrinsic archetype stuns (Anti-Champion 2.0).