Centerpiece: Triton Vice (Gauntlets) · Subclass: Nightstalker · Role: Glaive line-infantry that fights from melee range Sandbox: 9.7.0 · Updated 2026-07-03
The glaive build. Melee kills overflow the magazine, projectile kills explode the pack, and being surrounded — the exact spot a glaive wants to stand — makes you hit harder. Invisibility fixes the gap-close, Weaken makes the combos one-rotation kills, and the spear finally has an army behind it.
The exotic
Halberdier's Reach: Increases Glaive reload speed and melee damage when surrounded. Glaive melee final blows overflow a round to the magazine. Glaive projectile final blows detonate in an explosion.
Triton Vice inverts how a glaive is normally starved. Its ammo economy runs backwards: melee kills load rounds back into the magazine (overfilling up to double capacity), while projectile kills detonate to clear the crowd — so each firing mode funds the other and the weapon sustains itself in the range band it already occupies. The "surrounded" clause (Clarity: within 15 m of 3+ enemies) grants +50 reload speed and +200% glaive melee damage, and that condition is the glaive's natural habitat, so the buff is effectively always on. The result is a self-feeding melee weapon that pays you for standing where a glaive already stands, then rewards you for wading deeper.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invisibility, Weaken and Volatile are the verbs that turn a glaive into a kill-loop.
Super
Shadowshot: Deadfall
Tether weakens and suppresses the pack, making glaive combos one-rotation kills.
Class ability
Gambler's Dodge
Refunds melee energy near enemies — the glaive melee is your main verb.
Movement
Triple Jump
Extra mid-air adjustment to close on and reposition around clustered enemies.
Melee
Snare Bomb
Invisible approach so you reach glaive range without eating the incoming fire.
Grenade
Vortex Grenade
Lingering Void well that Weakens via Undermining and sets up weakened-kill payoffs.
Aspect 1
Stylish Executioner
Defeating a debuffed target grants invisibility + Truesight, and your next melee weakens.
Aspect 2
Vanishing Step
Dodging makes you invisible — a second on-demand cloak for repositioning.
Fragments
Undermining · Leeching · Persistence · Expulsion
Weaken source, melee-kill healing, longer invis, and Void-ability explosions.
Exotic armour
Triton Vice (Gauntlets)
The whole loop — overflow ammo, projectile detonations, surrounded damage/reload.
Void glaive drives the exotic and Volatile rows; the other two cover champions.
Fragments
Echo of UnderminingVoid grenades weaken targets
Echo of Leechingmelee final blows start health regen for you and allies — glaive melees qualify
Echo of PersistenceVoid buffs like Invisibility last longer
Echo of ExpulsionVoid ability final blows cause targets to explode
Why it works (the mechanics)
The ammo loop runs backwards from a normal glaive. Melee kills feed the gun (Triton overflows a round, up to double capacity), and projectile kills clear the crowd (detonations). Each mode funds the other, so the weapon never runs dry in the melee band it lives in — you are never forced to retreat to reload.
"Surrounded" is the glaive's default state. Triton's +50 reload / +200% melee-damage clause triggers within 15 m of 3+ enemies (Clarity), which is exactly where a glaive fights. The conditional bonus is effectively unconditional here — the exotic pays you for where you already stand.
Weaken turns kills into cloaks. Vortex (with Echo of Undermining) and Deadfall both apply Weaken, and Stylish Executioner grants invisibility + Truesight on defeating any debuffed target. So every weakened kill re-cloaks you mid-melee, and your next melee then re-applies Weaken — a closed invis-and-debuff cycle.
Two cloak sources cover the approach. Snare Bomb opens invisible and Vanishing Step re-cloaks off any dodge, so the gap-close to glaive range costs no health, and Echo of Persistence stretches each invis window longer for safer repositioning.
Void verbs stack into AoE. Echo of Expulsion detonates on Void ability kills, and the artifact's Void rows spread Volatile off weakened kills — layered on top of Triton's own projectile detonations, one weakened cluster chains into multiple explosions.
Healing is baked into the melee. Echo of Leeching starts health regen on any melee final blow, and glaive melees count — so the same kills that overflow your magazine also keep you alive to stay in the surround band.
Stats & mods
Melee 200 → Health → Class. Skirmisher / Siegebreaker lean — pour into Melee for the glaive-melee spam that drives the overflow loop, then Health to survive the range band, then Class for dodge uptime (invis + melee refunds).
Mods:
Boots: Glaive/Special ammo scavenger + Recuperation (health on Orb pickup).
Arms: Heavy Handed (melee-kill energy) + Impact Induction to feed abilities.
Chest: Void resist + Concussive Dampener for the melee-range pressure.
Class item: Bomber / Powerful Attraction to keep dodge and Orbs flowing.
Surge: Void weapon surge to buff the glaive.
Anti-Champion: Covered by weapon frames (Barrier + Overload legendaries), not armour mods.
Artifact — Tablet of Ruin
Heresy's glaive artifact. Its Void rows turn the spear's Weaken → Volatile chemistry into area denial: weakened kills spread Volatile, the glaive feeds its own ammo, and being surrounded pays out harder. Champions are handled by the build's legendary weapon frames rather than the artifact.
Picks (2/3/2):
Tier 1: Hold the Line · Volatile Marksman
Tier 2: No Bell · Maligned Harvest · Gold From Lead
Tier 3: Void Flux · Limit Break
Hold the Line gives surrounded glaives increased reload/stability and heals you on final blows — it stacks directly onto Triton's own surrounded clause, doubling down on the exotic's home range.
Volatile Marksman grants Volatile Rounds on rapid Void weapon kills and refunds class-ability energy on Volatile detonations, so the glaive both applies Volatile and pays back dodges for more invis.
No Bell rewards the exact playstyle: rapid glaive melee kills grant additional Special ammo, and blocking damage with the glaive raises its melee damage — turning glaive guard into an offensive buff.
Maligned Harvest converts rapid Volatile application into a weakening burst and grants a Void overshield on applying Weaken, layering survivability and debuff onto the same actions.
Gold From Lead lets Special-ammo pickups roll into Heavy, keeping the wider kit topped up while the glaive self-feeds.
Void Flux spreads Volatile from weakened Void kills across the pack, and Limit Break grants bonus Super damage when you cast Deadfall with a Void buff active — the payoff for the Vortex/tether setup.
Where it shines
Add-dense PvE — Vanguard Ops, seasonal activities, Nightfall clears — where the surround clause is always live and the overflow loop never stalls.
Master/GM content where invisibility buys the breathing room to close to glaive range and Weaken makes the melee combos one-rotation kills.
Sustained melee brawls — the self-healing (Leeching) plus overshield (Maligned Harvest) plus damage resist from glaive guard let you hold a chokepoint indefinitely.
Champion coverage: the build breaks nothing intrinsically — bring a Barrier frame and an Overload frame on the two legendary slots (glaive melee stuns are unreliable post Anti-Champion 2.0, so lean on the weapons).
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.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
Melee Kickstart1efill
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Chest (5/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (7/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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 Surge3efill
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate 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: not armour mods.