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Void

Halberdier — Triton Vice (Void Hunter)

Glaive line-infantry that fights from melee range
Triton Vice on light.gg

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

SlotPickWhy
SubclassNightstalker (Void)Invisibility, Weaken and Volatile are the verbs that turn a glaive into a kill-loop.
SuperShadowshot: DeadfallTether weakens and suppresses the pack, making glaive combos one-rotation kills.
Class abilityGambler's DodgeRefunds melee energy near enemies — the glaive melee is your main verb.
MovementTriple JumpExtra mid-air adjustment to close on and reposition around clustered enemies.
MeleeSnare BombInvisible approach so you reach glaive range without eating the incoming fire.
GrenadeVortex GrenadeLingering Void well that Weakens via Undermining and sets up weakened-kill payoffs.
Aspect 1Stylish ExecutionerDefeating a debuffed target grants invisibility + Truesight, and your next melee weakens.
Aspect 2Vanishing StepDodging makes you invisible — a second on-demand cloak for repositioning.
FragmentsUndermining · Leeching · Persistence · ExpulsionWeaken source, melee-kill healing, longer invis, and Void-ability explosions.
Exotic armourTriton Vice (Gauntlets)The whole loop — overflow ammo, projectile detonations, surrounded damage/reload.
WeaponsVoid glaive (e.g. Vexcalibur) + Barrier/Overload legendariesVoid glaive drives the exotic and Volatile rows; the other two cover champions.
Fragments

Why it works (the mechanics)

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:

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):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
Melee Kickstart 1e fillWhen 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 Dampener 3eReduces incoming area-of-effect damage from combatants.
Void Resistance 1e fillReduces incoming Void damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (7/10)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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 3e fillYour 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)Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: not armour mods.