Hold a perfect draw forever, then release it for bonus damage scaled by how long you waited — all from inside invisibility, where nothing can rush your shot. This is the patient hunter's build: nothing moves, then one thing dies, then nothing moves again.
The exotic
Adamantine Brace: Bow perfect draw can be held indefinitely. Gain a bonus to the Bow's damage when released, based on how long perfect draw was held. Provides a moderate benefit to the airborne effectiveness stat of Bows.
Oathkeeper turns a bow's biggest drawback — the seconds spent holding a perfect draw while the shot lines up — into stored damage. Normally a held draw is dead time; with Adamantine Brace that hold time is banked as a release-damage bonus that scales the longer you wait, so pre-aiming a champion spawn or a boss's crit window converts patience straight into burst. The perfect draw never times out, which means you can settle onto a target, wait for stealth to set, and fire on your schedule rather than the bow's. The airborne bonus is minor garnish. The whole build is an argument for turning the bow's slow, deliberate cadence into an advantage instead of a liability, and every other piece exists to buy you the seconds Oathkeeper wants you to spend.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void Hunter)
Void debuffs (Weaken, Volatile, invisibility) are the language every arrow and fragment here speaks.
Super
Shadowshot: Moebius Quiver
Fire multiple Shadowshots in rapid succession for massive damage against tethered targets, generating Orbs on kills.
Class ability
Marksman's Dodge
Reloads the bow on dodge; the reposition matters more than the reload for a stationary shooter.
Movement
Triple Jump
Extra aerial control to reset to a firing perch (reasonable Nightstalker default — build did not pin one).
Melee
Snare Bomb
On-demand invisibility to set up an uninterrupted perfect draw.
Grenade
Vortex Grenade
Void grenade that fuels Echo of Undermining's Weaken and Echo of Instability's Volatile Rounds.
Aspect 1
Stylish Executioner
Defeating a target affected by any elemental debuff grants invisibility and Truesight, chaining kills back into stealth.
Aspect 2
Vanishing Step
Dodging makes you invisible — doubles your stealth uptime for opening fresh draw windows.
The whole build: indefinite perfect draw + hold-scaled release damage.
Weapons
Le Monarque (Void bow) · a Barrier/precision frame · a Lightweight/Rapid frame
Poison-arrow debuff engine + rounding out champion coverage the bow can't intrinsically hit.
Fragments
Echo of Instabilitygrenade kills grant Volatile Rounds to Void weapons
Echo of UnderminingVoid grenades weaken targets
Echo of PersistenceVoid buffs — Invisibility, Overshield, Devour — last longer
Echo of Obscurityfinisher final blows grant Invisibility
Why it works (the mechanics)
Oathkeeper banks patience as burst. A held perfect draw is normally lost DPS while you wait; Adamantine Brace instead scales the release damage by hold duration. Pre-drawing a champion spawn or boss damage window means the wait itself is charging the shot, so a patient shooter loses nothing and gains a damage multiplier for doing what the bow already wants.
Invisibility subsidises the draw time. The build's one weakness is standing still at full draw. Snare Bomb, Vanishing Step, and Stylish Executioner keep you invisible while you line up, so enemies can't punish the seconds Oathkeeper wants you to spend — you fire from a position they don't know exists.
Le Monarque's poison is a Stylish trigger. Poison ticks count as an elemental debuff, so arrow kills satisfy Stylish Executioner's "target affected by any elemental debuff" condition, granting invisibility and Truesight on the kill. That drops you straight back into stealth for the next draw — the bow and the subclass close their own loop.
Grenades feed the arrows. Echo of Undermining weakens on every Vortex grenade, and Echo of Instability turns grenade kills into Volatile Rounds for your Void weapons. A single grenade thus arms the bow with a second debuff (Volatile) on top of poison, so each arrow lands as a Stylish trigger even without a body already debuffed.
Moebius Quiver is a burst multiplier and an Orb faucet. The Super fires multiple Shadowshots for massive damage against tethered targets and drops Orbs of Power on tethered kills, refilling ability energy for more grenades and dodges — which restart the Volatile/Weaken loop that arms the next round of arrows.
Echo of Persistence stretches the stealth budget. Extending Invisibility (and any Overshield/Devour) duration means the stealth you earn from a single dodge or finisher covers a longer draw-and-reposition, so the low weakness of a stationary build stays hidden for the whole cycle rather than a couple of seconds.
Stats & mods
Weapons 200 → Class → Health. Lean into a Powerhouse (Weapons/Super) archetype with a Skirmisher (Melee/Class) secondary — the bow wants weapon damage, the loop wants ability energy back for grenades and dodges.
Mods:
Boots: Bow Loader + Absolution to keep draws and abilities topped between shots.
Arms: Bow Loader / Unflinching Bow Aim for a steadier perfect draw.
Chest: resist mods for the content tier (you are stationary and exposed at draw).
Class item: Bomber + Reaper — bank grenade energy and drop an Orb on your next weapon kill after a dodge.
Surge: Void Surge to push bow release damage in line with the subclass.
Anti-Champion: none needed for Unstoppable/Overload (see Champion coverage); bring a Barrier frame for the rest.
Artifact — Tablet of Ruin
Picks (2/3/2):
Tier 1: Volatile Marksman · Dielectric
Tier 2: Maligned Harvest · Gold From Lead · Vile Weave
Tier 3: Void Flux · Limit Break
Volatile Marksman grants Volatile Rounds on rapid Void precision hits and final blows, and its Volatile detonations refund class ability energy — bow precision arrows directly arm and refuel the stealth loop.
Dielectric spawns an Orb of Power and heals on rapidly defeating Arc-debuffed targets — an off-element tier-1 pick here (this Void kit has no native Arc debuff), so it only feeds the Orb economy if you pair in an Arc source.
Maligned Harvest turns rapid Volatile application into a weakening burst on your next Void hit and grants a Void Overshield when you apply Weaken — stacking a third debuff onto the arrow and a survivability buffer onto the stationary shooter.
Gold From Lead lets special-ammo pickups grant Heavy, keeping the kit fed between deliberate, low-volume bow shots.
Vile Weave severs targets hit by your Tangles and cuts Tangle cooldown on pickup — extra hard-CC when a Strand bow or Tangle is in the mix.
Void Flux spreads Volatile from Void final blows on weakened targets, closing the Weaken → Volatile loop so a single kill re-arms the area.
Limit Break grants increased Super damage when you cast with a matching-element buff active, stacking with the Moebius Quiver damage window.
Where it shines
Boss and champion DPS windows: pre-drawing before a damage phase converts wait time into a hold-scaled release bonus — the build's cleanest damage spike.
Controlled, patient content (Master/GM lost sectors, precision-reward encounters) where a stationary invisible shooter can dictate pace rather than react.
Add-clearing from stealth: poison + Volatile arrows chain Stylish invisibility so you never fully leave cover.
Champion coverage: full-draw bow shots stun Unstoppable intrinsically (Anti-Champion 2.0), and Le Monarque carries an intrinsic Overload breaker via its repeating poison — so two champion types need no mod. Bring a Barrier frame (e.g. Wish-Ender / Arbalest / Eriana's Vow) for the third.
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.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Weapon Loader (faster reload)3e
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.
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 (9/10)
Absolution3e
Reduces all ability cooldowns 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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
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).