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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The only subclass with Spectral Blades — Gwisin refunds off this Super and no other.
Super
Spectral Blades
Invisible roaming blades; the heavy attack vanishes you on command, which is Gwisin's refund trigger.
Class ability
Gambler's Dodge
Melee energy back on dodge, scaled by the Melee stat and doubled near enemies — re-arms Snare Bomb between casts.
Movement
Triple Jump
Air control to line up the heavy-attack vanish over the pack you want to refund from.
Melee
Snare Bomb (Smoke Bomb)
Weakens on hit — feeds Stylish's debuff trigger and tags targets so your blades and guns land on softened HP.
Grenade
Vortex Grenade
Lingering vortex that, with Undermining, keeps a weaken puddle running while the Super recharges.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants Invisibility + Truesight; the next melee while invisible weakens. The neutral-game invis that bridges Supers.
Aspect 2
Vanishing Step
Dodge makes you invisible — a second, on-demand invis source so re-appearing (and Gwisin's smoke) never waits on a kill.
Void primary keeps the subclass loop coherent and feeds Orbs; the special/heavy bridges the moments the Super is recharging.
Fragments
Echo of Reprisalfinal blows while surrounded grant Super energy
Echo of Dilation+10 Weapons, +10 Super; faster + better radar while crouched/invis
Echo of ExpulsionVoid ability final blows explode; +10 Super
Echo of UnderminingVoid grenades weaken; −10 Grenade
Echo of PersistenceVoid buffs — Invisibility, Overshield, Devour — last longer; −10 Class, −10 Weapons, −10 Health
Why it works (the mechanics)
Gwisin turns spending the Super into recharging it. Normally a roaming Super is a fixed cost: you empty the bar, then grind it back from zero. Gwisin makes the spending itself the refund — every hit and kill before you vanish is banked as Super energy on the heavy attack. Each cast is a partial deposit on the next, so the build's entire identity is minimising the time the Super bar sits empty.
Vanish is a verb you control, not a timer. Spectral Blades' heavy attack vanishes you on command, so you pick the refund moment. Don't heavy-attack the instant it's available — carve through a pack with light attacks first, stack the hit/kill count, then vanish to cash the whole string at once. A clean cast into a dense room can chunk a large fraction of the bar back.
Three Super 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 passive regen while Gwisin handles the per-cast refund. The bar fills from two directions at once — 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 (the 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 layer you get for free, just by re-appearing within 15 m.
Two independent invis sources keep the bridge between Supers seamless. Stylish (debuffed kill → invis + Truesight) 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 plays like one long stealth approach punctuated by Super casts.
Truesight makes the refund safe. Stylish grants wallhack-grade target info during invisibility, so you reposition between casts knowing exactly where the next dense pack is — the one that will refund the most Super when you cast into it.
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:
Boots: Void Weapon Surge ×2 for the bridging gun; Orbs of Restoration for ability uptime.
Arms: Hands-On (Super energy on melee kills) to feed the bar from Snare/melee play.
Chest: standard damage-resist mods (Void/artillery resist) — survivability while carving mid-pack.
Class item: Dynamo (Super energy on class ability near enemies) + Bomber for dodge uptime.
Surge: Void Surge — matches the subclass, the weapons, and the smoke loop.
Anti-Champion: intrinsic to weapon archetypes now; your Void suppress/weaken covers Overload behaviour, weapon frames cover Barrier/Unstoppable.
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.
Power From Pain grants Devour and creates a Void Breach on rapid final blows against weakened targets — and everything here is weakened, so it stays live.
The Thick Of It grants Armor Charge on rapid final blows while surrounded, which is exactly how Spectral Blades wades into packs.
Void Renewal rolls Void Breaches off Void weapon final blows while Devour is up, closing the bridge-gun loop between Super casts.
Curative Orbs makes an Orb of Power on your first shield break and heals off pickups — more Orbs is more Super.
Debilitating Wave makes finishers emit a Void wave that Weakens, matching the Void Super and adding another weaken source.
Supernova turns a picked-up Void Breach into a large weakening pulse on your next Void damage — a free extra weaken layer.
Old God's Rite rains seeking projectiles from Void weapon damage after a Breach pickup — add-clear for the bridging gun.
Where it shines
Dense add-heavy content (Nightfalls, higher-tier seasonal activities, Onslaught): the more bodies per cast, the bigger the Gwisin refund and the faster Spectral Blades comes back.
Solo and low-support play: invisibility + Persistence + Devour (via the artifact) is a self-contained survival floor, so uptime never depends on a fireteam.
Champion coverage: breaks nothing intrinsically from the exotic itself; your Void suppress/weaken (Snare Bomb, smoke) handles Overload behaviour, and you bring weapon archetypes covering Barrier and Unstoppable for the rest.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Hands-On3e
Gain bonus Super energy on melee kills.
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 (3/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
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: the weapons; the smoke loop. - **Anti-Champion:** intrinsic to weapon archetypes now; your Void suppress/weaken covers Overload behaviour; weapon frames cover Barrier/Unstoppable.