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Void

Parting Gift — The Bombardiers (Void Hunter)

Dodge-bomb suppression and Stylish invis-chaining
The Bombardiers on light.gg

Centerpiece: The Bombardiers (Legs) · Subclass: Nightstalker · Role: Dodge-bomb suppression and Stylish invis-chaining Sandbox: 9.7.0 · Updated 2026-07-03

Every dodge you throw drops a goodbye present. On a Void Super that present suppresses the whole pack — abilities off, Overloads stunned, the crowd frozen mid-cast while you blink invisible and reposition. One button leaves a bomb, makes you disappear, and refunds your melee; the dodge does everything at once.

The exotic

The Bombardiers (Leg Armor) — Parting Gift: Dodging leaves behind an explosive that detonates after a short delay, damaging targets around it and creating a secondary effect based on your Super's element: • [Arc] Blinds targets. • [Solar] Scorches targets. • [Void] Suppresses targets. • [Stasis] Slows targets. • [Strand] Severs targets.

The whole build is one verb: dodge to plant a bomb, and let your equipped Super's element decide what the blast does to the crowd. On Void it applies suppression — the debuff that switches enemy abilities off — so a single Gambler's Dodge turns a mob into a passive, tagged target pool. Clarity clocks the blast at 440 damage over a 7.5 m radius on a 1.5 s fuse, and the Void effect as a 9-second "Lite" Suppression (the in-game tooltip says "Suppresses"; the community database confirms it is the lighter variant with a few exclusions). Because the effect is element-keyed, the same legs quietly re-role: swap to an Arc Super and the bomb disorients rooms instead of suppressing them, no armour change needed.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Void Super makes the bomb apply Suppress — the whole point of the pairing.
SuperShadowshot: DeadfallVoid Super keys the bomb to suppression, and the tether stacks weaken + suppress on the same pack.
Class abilityGambler's DodgeThe bomb delivery system — and it refunds melee energy near enemies in one press.
MovementTriple JumpExtra mid-air adjust to line the dodge up through a cluster before you plant.
MeleeSnare BombTeam-wide invis on the tripmine plus Void tagging for Stylish/weaken triggers.
GrenadeVortex GrenadeA lingering weaken/volatile well that keeps the debuff economy fed between dodges.
Aspect 1Stylish ExecutionerKilling any elementally-debuffed target (i.e. anything the bomb suppressed) grants invisibility and Truesight.
Aspect 2Vanishing StepDodging makes you invisible — the same dodge that drops the bomb.
FragmentsUndermining · Instability · Persistence · CessationWeaken on grenades, Volatile Rounds off grenade kills, longer invis, and a finisher volatile burst.
Exotic armourThe Bombardiers (Legs)Turns every dodge into an element-keyed AoE bomb — Suppress on Void.
WeaponsGraviton Lance + Void kitVoid Primary with Destabilizing/Repulsor feeds Volatile and overshields off the debuffed crowd.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Melee → Health. More Class means more dodges, and more dodges means more bombs — this is a Class-ability build first. Melee second keeps Snare Bomb and the Gambler's refund flowing; Health for survivability while you dance in the crowd. Archetype lean: Reaver (Class/Melee), with a Grenade splash if you lean on Vortex.

Mods:

Artifact — Tablet of Ruin

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
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.
Fastball 1e fillIncreases grenade throw distance.
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)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.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (7/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper 1eShortly 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).