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Void

Phantom Cycle — Gwisin Vest (Void Hunter)

Spectral Blades super-uptime assassin — vanish, refund, re-cast

Anchor: Gwisin Vest (Chest) · Subclass: Nightstalker · Role: Spectral Blades super-uptime assassin — vanish, refund, re-cast Sandbox: 9.7.0 · Created 2026-06-16

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

SlotPickWhy
SuperSpectral BladesMandatory — Gwisin only refunds off this Super. Invisible roaming blades; heavy attack vanishes you on command (the refund trigger).
Class abilityGambler's DodgeMelee energy back, scaled by the Melee stat (doubled near enemies) — re-arms Snare Bomb between casts.
MovementTriple JumpAir control to line up heavy-attack vanish positioning.
MeleeSnare Bomb (Smoke Bomb)Weakens on hit — feeds Stylish's debuff requirement and tags targets so your light/heavy attacks land on weakened HP.
GrenadeVortex GrenadeLingering weaken-on-tag with Undermining; keeps a debuff puddle running while the Super recharges.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target → Invisibility + Truesight; next melee while invis weakens. The neutral-game invis that bridges between Supers.
Aspect 2Vanishing StepDodge → invisible. A second, on-demand invis source so you're never waiting on a kill to disappear.
Fragments (5/5)

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:

Why this works (the mechanics)

Weapons

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).

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)

PieceMod · costWhat it does
Helmet (9/10)Ashes to Assets 3eGain bonus Super energy on grenade kills.
Dynamo 3eReduces Super cooldown when using your class ability near targets.
Void Siphon 3eRapid Void weapon final blows create an Orb of Power.
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 (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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

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.