Most Void Hunter builds use the Super as a panic button. This one treats it as the neutral game. You cast Spectral Blades, chain hits and kills, and every swing before you vanish is banked back as Super energy by Gwisin Vest — so you exit the Super already most of the way to the next one. Vanish near a pack and Gwisin sprays weakening smoke that softens whatever you re-engage. The loop isn't "cast Super, then play the neutral game"; the Super is the loop.
Loadout
Slot
Pick
Why
Super
Spectral Blades
Mandatory — Gwisin only refunds off this Super. Invisible roaming blades; heavy attack vanishes you on command (the refund trigger).
Class ability
Gambler's Dodge
Melee energy back, scaled by the Melee stat (doubled near enemies) — re-arms Snare Bomb between casts.
Movement
Triple Jump
Air control to line up heavy-attack vanish positioning.
Melee
Snare Bomb (Smoke Bomb)
Weakens on hit — feeds Stylish's debuff requirement and tags targets so your light/heavy attacks land on weakened HP.
Grenade
Vortex Grenade
Lingering weaken-on-tag with Undermining; keeps a debuff puddle running while the Super recharges.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target → Invisibility + Truesight; next melee while invis weakens. The neutral-game invis that bridges between Supers.
Aspect 2
Vanishing Step
Dodge → invisible. A second, on-demand invis source so you're never waiting on a kill to disappear.
Fragments (5/5)
Echo of Reprisalfinal blows while surrounded → Super energy — your Spectral Blades wades into packs, so this is always live
Echo of Dilation+10 Super, +10 Weapons; faster + better radar while crouched/invis
Echo of ExpulsionVoid ability final blows explode; +10 Super
Echo of UnderminingVoid grenades weaken — the debuff source for Stylish; −10 Grenade
Echo of Persistencelonger Invisibility/Overshield/Devour so the bridge between Supers lasts
Exotic — Gwisin Vest (Chest)
Roving Assassin:Each Spectral Blades hit or final blow you make before becoming invisible will restore more of your Super energy. Exiting invisibility while near a target creates a cloud of weakening smoke around you.
Two clauses, two jobs:
The refund. During Spectral Blades, every light-attack hit and every final blow you land before you heavy-attack to vanish banks extra Super energy. This is the entire build's engine: a single roaming-Super cast against a dense room can refund a large fraction of the bar, so you leave the Super already re-charging it. The skill expression is stacking hits before each vanish — you don't heavy-attack the instant you can; you carve through a pack first, so the refund is maximised, then vanish.
The smoke. Exiting invisibility next to a target drops a weakening cloud. Because Stylish and Vanishing Step both make you invis constantly outside the Super too, this clause fires in the neutral game as well — every time you re-appear near enemies you've softened them for the next swing or the next cast.
Why this works (the mechanics)
Gwisin inverts the Super economy. Normally a roaming Super is a fixed-cost expenditure: you spend the bar, then grind it back from zero with kills and Orbs. Gwisin makes the spending itself the refund — hits-before-vanish pay you back — so each cast is a partial deposit on the next one. The build's whole identity is minimising the time the Super bar sits empty.
Vanish is a verb you control, not a timer. Spectral Blades' heavy attack makes you vanish on command. That means you choose the refund moment: pile up light-attack hits and kills across a pack, then heavy-attack to bank all of it at once and reposition invisibly. A clean cast can chunk most of the bar back.
Three Super-energy fragments stack the recharge from the other side. Reprisal (final blows while surrounded), Dilation (+10 Super) and Expulsion (+10 Super, plus Void-ability explosions that thin packs) push raw Super regen. So the bar fills from two directions at once: Gwisin's per-cast refund and passive Super stat + Reprisal between casts. That overlap is what makes near-permanent Spectral Blades plausible in dense content.
Weaken is layered on purpose, and Gwisin adds a free layer. Snare Bomb (Stylish trigger), Vortex + Undermining, and Gwisin's exit-smoke all weaken. Weaken is a damage-taken debuff that stacks on top of every weapon perk, so the pack you re-engage after each vanish is already taking bonus damage from your blades and your guns. The smoke is the part you get for free, just by re-appearing.
Two independent invis sources keep the bridge between Supers seamless. Stylish (debuffed kill → invis) and Vanishing Step (dodge → invis) mean you're never exposed waiting to recharge. Each re-appearance fires Gwisin's smoke, and Echo of Persistence stretches every invis window so the neutral game feels like one long stealth approach punctuated by Super casts.
Truesight makes the refund safe. Stylish grants wallhack-grade target info during invis, so you reposition between casts knowing exactly where the next dense pack is — the one that'll refund the most Super when you cast into it.
Weapons
Void primary to keep the subclass loop coherent — Destabilizing Rounds (volatile spread → more Void ability kills for Expulsion) or Repulsor Brace (overshield off Void debuff kills) both pair naturally with the constant weaken. Any Void weapon also feeds the Super stat indirectly via Orbs from masterworked guns.
A high-uptime add-clear special/heavy for the moments the Super is recharging.
Champions (Anti-Champion 2.0): stun is intrinsic to weapon archetypes now — bring frames covering Barrier (Precision/Adaptive) and Unstoppable (Aggressive/High-Impact). For Overload, your Void suppress/weaken (Snare Bomb, smoke) handles Overload behaviour; weaken also thins champion HP for the fireteam.
Stats & archetypes
Super → Weapons → Health. This is the rare Hunter build that genuinely wants Super as a primary stat — push it high (toward 150+) so the passive recharge between Gwisin refunds is fast, and so >100 also grants bonus Super damage on top of the uptime. Then Weapons for the gunplay that bridges casts, Health as the floor (invis + Persistence is your real defence).
Archetypes to look for: any roll favouring Super (e.g. Super/Weapons or Super/Class). Reaver (Class/Melee) supports the Gambler's Dodge → Snare refresh side loop if you want melee uptime instead.
Mods:Super-feeding chain — Ashes to Assets (Super on grenade kills), Dynamo (Super on class ability near enemies), Hands-On (Super on melee kills). Harmonic/Void Siphon for Orbs (more Super), Void Weapon Surge ×2 on boots for the bridging gun, Orbs of Restoration for ability uptime.
Set bonus (optional)
Garnish, not a driver — the refund loop is self-contained. If your rolls already carry the stats: Nezarec's Nightmare 2pc (Orbs off subclass-debuffed kills — everything here is weakened, and Orbs are just more Super) is the on-theme pick. Any plain stat-set works equally; the build needs none of it.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Void Siphon3e
Rapid Void weapon final blows create an Orb of Power.
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).
The loop
Approach invisible. Snare Bomb / Vortex a pack to weaken it. Stylish kill or a dodge (Vanishing Step) keeps you invis; re-appearing near the pack drops Gwisin's weakening smoke.
Cast Spectral Blades into the densest, softest pack. Carve — light-attack hits, final blows — and don't vanish early. Stack hits/kills; Reprisal feeds Super while you're surrounded.
Heavy-attack to vanish at the peak — Gwisin banks the whole string of hits-before-vanish as Super energy. You exit the Super with the bar already well into recharging.
Bridge the gap with guns + invis (Stylish/Vanishing Step, Persistence stretching it), Vortex/Snare keeping weaken up, Dilation/Expulsion + the Super stat topping the bar. Re-cast as soon as the next dense pack lines up — which, between the refund and the stacked regen, is soon.
Vs. the Graviton Forfeit build
`hunter_spectral_blades.md` anchors on Graviton Forfeit and is about the neutral-game invisibility loop — extending every invis you trigger and boosting melee/ability regen while invisible, with Spectral Blades as champion/major cleanup at the end of a stealth rotation. The Super is the finisher there.
This build inverts that. Gwisin makes Spectral Blades the recurring centre of gravity, not the cleanup: the Super refunds itself on cast, so you re-earn and re-cast it constantly, and the weakening smoke punishes whatever you re-engage. Pick Graviton if you want maximum invisibility uptime and gunplay between rare Supers; pick Gwisin if you want maximum Super uptime and a roaming-assassin loop. Don't run both exotics expecting the same playstyle — they pull in opposite directions.