Ramping tether DPS that weaves Super volleys with Void-bow shots
Centerpiece: Orpheus Rig (Legs) · Subclass: Nightstalker · Role: Ramping tether DPS that weaves Super volleys with Void-bow shots Sandbox: 9.7.0 · Updated 2026-07-03
This is the selfish Shadowshot — a Super you play, not a button you dump. Renegades stretched Moebius Quiver to a long window and gave it a ramp: damage you deal mid-Super sharpens your next volleys and your bows. You volley, snipe with the bow, then volley harder, painting a boss in escalating tether damage while your whole Void kit keeps the room weakened.
The exotic
Uncanny Arrows: Provides ability energy for each target tethered by Deadfall anchors. Moebius Quiver has an additional shot.
Orpheus Rig does two things and you only run one half here. On Deadfall, the anchors refund ability energy per tethered target; on Moebius Quiver — this build's Super — the payoff is the additional shot plus the extended window (Clarity confirms 16→20 seconds with the exotic), so you get one more empowered volley per activation and more time to weave it. That extra volley matters most against a boss or a champion stack: every Moebius shot deals massive damage to tethered targets, creates Orbs of Power, and hands nearby allies Heart of the Pack. Orpheus turns a strong burst Super into a long, sequenced DPS window you actively feed with bow fire.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Native home for Shadowshot, invis, and the weaken/Devour verb economy.
Super
Shadowshot: Moebius Quiver
Multi-volley tether storm whose volleys and bows ramp as you deal damage.
Class ability
Marksman's Dodge
Full-reloads the bow and repositions between ability beats.
Movement
Triple Jump
Multi-tap air control to line up bow shots and reposition off tethers.
Melee
Phantom Surge
Dash-through slash with bonus damage vs Void-debuffed (your tethered) targets and an overshield per hit.
Grenade
Vortex Grenade
Lingering Void well that fuels weaken (via Undermining) and volatile setup.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invisibility and Truesight — your whole kit debuffs, so this fires constantly.
Aspect 2
On the Prowl
Periodically marks a priority target (even without invis) and entering invis marks one immediately; Phantom Surge punishes marked targets.
Fragments
Instability · Starvation · Undermining · Reprisal
Volatile Rounds, Devour, weakening grenades, and Super energy — the Void survivability + refund core.
Exotic armour
Orpheus Rig (Legs)
Adds the extra Moebius volley and extends the Super to 20 s.
Weapons
Le Monarque (Void bow) + Void special + heavy
The bow rides the Super's bow-empowerment ramp and brings intrinsic Overload.
Fragments
Echo of Instabilitygrenade kills grant Volatile Rounds to Void weapons
Echo of Starvationpicking up a Void Breach or Orb grants Devour
Echo of UnderminingVoid grenades weaken
Echo of Reprisalfinal blows while surrounded grant Super energy
Why it works (the mechanics)
Moebius is a ramping Super, so sequencing is the skill. Damage dealt during the Super empowers subsequent volleys and your bows, so the optimal rotation is volley → bow shots → bigger volley, not firing every arrow blind. Orpheus's extra shot and the 16→20 s window exist precisely to fit that weave, and Marksman's Dodge full-reloads the bow between beats so you never run the ramp dry.
The Super doubles as a weaken platform. Every Shadowshot volley tethers, slows, weakens, and suppresses; across a 20-second window you apply team-multiplying weaken almost continuously, closer to a long Deadfall than a burst nuke. That weaken is also the trigger for the rest of the kit — Stylish Executioner counts any elemental debuff, so kills on tethered targets keep you invisible with Truesight.
The Devour/Volatile loop is self-sustaining. Echo of Undermining makes your Vortex grenade weaken; Echo of Instability turns grenade kills into Volatile Rounds; Echo of Starvation converts Void Breaches and Orbs into Devour. Devour heals on every kill and refunds grenade energy, so the grenade that starts the loop comes back to start it again.
Marked-target melee gives you a queued damage spike. On the Prowl passively marks a priority target even without invisibility, and Phantom Surge deals bonus damage to Void-debuffed and marked targets while granting an overshield per hit. The kit hands you the kill order — dash the mark, take the shield, stay alive.
Echo of Reprisal feeds the Super back. Final blows while surrounded grant Super energy, and a tether Super drops you into the middle of packs by design. Combined with Orbs from Moebius kills and Ashes-to-Assets-style super regen, Shadowshot comes back fast enough to keep tether uptime high in add-dense content.
Le Monarque is the champion answer inside the weapon slot. It's a Void primary bow with intrinsic Overload, so your ramp weapon and your Overload breaker are the same gun — freeing the special and heavy slots for pure boss damage rather than a dedicated stun tool.
Stats & mods
Super 200 → Weapons → Class. Powerhouse lean (Super primary, Weapons secondary) so the tether comes back often and the bow hits and reloads fast; Class as the tertiary keeps Marksman's Dodge on a short cooldown for the reload/reposition beat.
Mods:
Boots: Bow reload/reserves finder + Recuperation for a heal on Orb pickup.
Arms: Void weapon loader / Momentum Transfer to shave dodge and grenade timers.
Chest: Void resist mods for survivability while you stand in tether range.
Class item: Reaper (Orb on dodge) + Bomber to trim grenade cooldown off Marksman's Dodge.
Surge: Void Surge ×2 for bow and special damage.
Anti-Champion: Overload covered intrinsically by Le Monarque; bring an Anti-Barrier source in the special/heavy slot as the activity demands.
Power From Pain opens the loop: rapid final blows on your weakened/tethered targets grant Devour and create a Void Breach — the exact resources Echo of Starvation and Void Renewal want.
The Thick Of It rewards standing inside the pack (where tether puts you) with Armor Charge, feeding the Orb/charge economy and pairing with Echo of Reprisal's surrounded-kill Super regen.
Void Renewal keeps Void Breaches flowing while Devour is active — Void bow final blows have a chance to spawn Breaches and reload your stowed weapons from reserves.
Curative Orbs turns your first shield break into an Orb of Power and heals off elemental/Orb pickups, topping up the Armor Charge engine.
Debilitating Wave extends the weaken identity — a Void-Super finisher emits a weakening wave, so even your finishers debuff the room.
Supernova closes the Breach→Weaken loop: picking up a Void Breach makes your next Void hit a large weakening pulse, stacking more team-wide weaken on top of the tether.
Old God's Rite is pure bow payoff — after a Void Breach, Void weapon damage rains seeking projectiles, adding uncredited add-clear to every bow shot.
Where it shines
Boss and champion DPS windows — the ramping volley-then-bow rotation and Orpheus's extra shot make Moebius a real damage Super against a stationary or tethered target.
Add-dense endgame (GMs, master content) — continuous weaken plus Devour/invis survivability lets you hold ground in the middle of packs.
Team play — tether weaken and Heart of the Pack are group multipliers; your debuffs raise everyone's damage, not just yours.
Champion coverage: Le Monarque breaks Overload intrinsically (manifest-confirmed). Barrier needs an anti-barrier source in the special/heavy slot; the seasonal artifact's Kinetic Impacts (Grenade Launcher Unstoppable) is available but off-theme here.
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 (6/10)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
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.
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 (5/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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.
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: special damage. - **Anti-Champion:** Overload covered intrinsically by Le Monarque; bring an Anti-Barrier source in the special/heavy slot as the activity demands.