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Void

Phantom Cycle — Gwisin Vest (Void Hunter)

Spectral Blades super-uptime assassin — vanish, refund, re-cast
Gwisin Vest on light.gg

Centerpiece: Gwisin Vest (Chest) · Subclass: Nightstalker · Role: Spectral Blades super-uptime assassin — vanish, refund, re-cast Sandbox: 9.7.0 · Updated 2026-07-03

Most Void Hunter builds treat the Super as a panic button. This one treats it as the neutral game. You cast Spectral Blades, carve through a pack, and every hit you land before you heavy-attack to vanish is banked straight back as Super energy by Gwisin Vest — so you exit the Super already most of the way to the next one. Re-appear near enemies and Gwisin sprays weakening smoke that softens whatever you re-engage. The Super is the loop, not the reward for surviving it.

The exotic

Roving Assassin: Each Spectral Blades hit or final blow you make before becoming invisible will restore more of your Super energy.

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Exiting invisibility while near a target creates a cloud of weakening smoke around you.

Two clauses, two jobs. The first inverts the Super economy: while in Spectral Blades, the heavy attack banks Super energy scaled by how many hits and kills you stacked before vanishing (Clarity: refunded on Heavy Attack based on Spectral Blade hits/kills scored beforehand). So you don't heavy-attack the instant you can — you wade into a dense pack, pile up light-attack hits, then vanish to cash the whole string back at once, exiting the Super already recharging. The second clause is free weaken: leaving invisibility within 15 m of an enemy drops a smoke cloud that lasts 7 seconds and Weakens (5-second cooldown between clouds). Because two aspects keep you going invisible outside the Super too, that weaken layer fires all through the neutral game, not just on Super exit.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The only subclass with Spectral Blades — Gwisin refunds off this Super and no other.
SuperSpectral BladesInvisible roaming blades; the heavy attack vanishes you on command, which is Gwisin's refund trigger.
Class abilityGambler's DodgeMelee energy back on dodge, scaled by the Melee stat and doubled near enemies — re-arms Snare Bomb between casts.
MovementTriple JumpAir control to line up the heavy-attack vanish over the pack you want to refund from.
MeleeSnare Bomb (Smoke Bomb)Weakens on hit — feeds Stylish's debuff trigger and tags targets so your blades and guns land on softened HP.
GrenadeVortex GrenadeLingering vortex that, with Undermining, keeps a weaken puddle running while the Super recharges.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target grants Invisibility + Truesight; the next melee while invisible weakens. The neutral-game invis that bridges Supers.
Aspect 2Vanishing StepDodge makes you invisible — a second, on-demand invis source so re-appearing (and Gwisin's smoke) never waits on a kill.
FragmentsReprisal · Dilation · Expulsion · Undermining · PersistenceThree feed raw Super regen, one weakens grenades for Stylish, one stretches every invis window.
Exotic armourGwisin Vest (Chest)Refunds Super per hit-before-vanish and drops weakening smoke on invis exit — the whole engine.
WeaponsVoid primary (Destabilizing Rounds / Repulsor Brace) + high-uptime add-clear special/heavyVoid primary keeps the subclass loop coherent and feeds Orbs; the special/heavy bridges the moments the Super is recharging.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Weapons → Health. This is the rare Hunter build that genuinely wants Super as the primary stat — push it toward the 200 cap so passive recharge between Gwisin refunds is fast, and so the high-Super damage bonus rides on top of the uptime. Then Weapons for the gunplay that bridges casts, Health as the floor (invis + Persistence is your real defence). Archetype lean: any roll favouring Super (Super/Weapons or Super/Class); a Class/Melee roll instead supports the Gambler's Dodge → Snare refresh side loop.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Void column mirrors the build's Weaken → Void Breach → Devour loop and feeds the Orb economy behind the Super stat — every weakened kill the smoke and Snare set up pays into it.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Dynamo 3eReduces Super cooldown when using your class ability near targets.
Dynamo 3eReduces Super cooldown when using your class ability near targets.
Hands-On 3eGain bonus Super energy on melee kills.
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 (3/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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: the weapons; the smoke loop. - **Anti-Champion:** intrinsic to weapon archetypes now; your Void suppress/weaken covers Overload behaviour; weapon frames cover Barrier/Unstoppable.