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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Void Super makes the bomb apply Suppress — the whole point of the pairing.
Super
Shadowshot: Deadfall
Void Super keys the bomb to suppression, and the tether stacks weaken + suppress on the same pack.
Class ability
Gambler's Dodge
The bomb delivery system — and it refunds melee energy near enemies in one press.
Movement
Triple Jump
Extra mid-air adjust to line the dodge up through a cluster before you plant.
Melee
Snare Bomb
Team-wide invis on the tripmine plus Void tagging for Stylish/weaken triggers.
Grenade
Vortex Grenade
A lingering weaken/volatile well that keeps the debuff economy fed between dodges.
Aspect 1
Stylish Executioner
Killing any elementally-debuffed target (i.e. anything the bomb suppressed) grants invisibility and Truesight.
Aspect 2
Vanishing Step
Dodging makes you invisible — the same dodge that drops the bomb.
Weaken on grenades, Volatile Rounds off grenade kills, longer invis, and a finisher volatile burst.
Exotic armour
The Bombardiers (Legs)
Turns every dodge into an element-keyed AoE bomb — Suppress on Void.
Weapons
Graviton Lance + Void kit
Void Primary with Destabilizing/Repulsor feeds Volatile and overshields off the debuffed crowd.
Fragments
Echo of UnderminingVoid grenades weaken targets
Echo of Instabilitygrenade kills grant Volatile Rounds to Void weapons
Echo of PersistenceVoid buffs — Invisibility, Overshield, Devour — last longer
Echo of Cessationfinisher final blows create a Void burst that makes nearby combatants volatile
Why it works (the mechanics)
Suppress is an ability-cancel button on a dodge. Suppressed enemies can't use abilities, which shuts off the most dangerous PvE behaviours — Subjugator pulls, Tormentor grabs, ability-based regen — and stuns Overload champions. Because the bomb rides Gambler's Dodge, that lockdown is on your shortest cooldown instead of a Super or a grenade.
The bomb is a Stylish engine because it applies a real elemental debuff. Stylish Executioner triggers on "a target affected by any elemental debuff," and suppression counts. So bombing a pack marks every one of them as a valid Stylish kill: the first finish grants invisibility and Truesight, letting you chain in and out of the crowd you just disabled.
One dodge, three outputs. A single Gambler's Dodge plants the bomb (suppress), turns you invisible via Vanishing Step, and — thrown near an enemy — refunds melee energy. That is the densest single input on any Hunter: crowd control, a defensive reset, and an ability refund off one button.
The Volatile loop keeps Void weapons doing free AoE. Echo of Instability converts grenade kills into Volatile Rounds; a Destabilizing/Repulsor Void primary spreads Volatile and hands you overshields off the debuffed targets; Echo of Persistence stretches those overshields and your Vanishing-Step invis so the defensive uptime rarely lapses.
Weaken stacks on top of suppress for damage. Echo of Undermining makes your Vortex Grenade weaken, and Deadfall's tether weakens and suppresses — so the same pack the bomb disabled also takes increased damage, turning the disruption window into a burst window for your fireteam.
Element-swap re-roles the legs without a rebuild. The intrinsic effect is keyed to your Super's element, so equipping an Arc Super makes the identical dodge disorient rooms instead of suppressing them — you pick anti-ability (Void) or anti-everything crowd control (Arc) per activity, same boots, same loop.
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:
Boots: Utility Kickstart ×2 — refunds class-ability energy from your reserves when you dodge on empty, so bombs come back faster.
Arms: Momentum Transfer — melee hits chip grenade energy back, keeping Vortex online between dodges.
Chest: Void resist / Concussive Dampener — you fight inside the pack you just bombed.
Class item: Bomber + Reaper — dodge cuts grenade cooldown and spawns an Orb on your next weapon kill after dodging.
Surge: Void Weapon Surge — matches the Graviton/Void kit.
Anti-Champion: none needed for Overload (suppress stuns it); bring anti-Barrier / anti-Unstoppable via the artifact or a champion weapon.
Artifact — Tablet of Ruin
Picks (2/3/2):
Tier 1: Volatile Marksman · Photonic Flare
Tier 2: Maligned Harvest · Vile Weave · Harsh Refraction
Tier 3: Void Flux · Elemental Supercharger
Volatile Marksman grants Volatile Rounds on rapid Void precision hits and final blows, and Volatile detonations return class-ability energy — the engine for the whole debuff loop and, crucially, faster dodges (more bombs).
Photonic Flare is the Arc-flex insurance: on an Arc Super, defeating a severed/exhausted target releases a blinding burst, doubling down on the dodge's crowd-control role when you swap elements.
Maligned Harvest turns rapidly-applied Volatile into a weakening burst and hands you a Void overshield on Weaken — it converts the Volatile you're already spreading into stacked weaken + survivability.
Vile Weave severs targets hit by your Tangles, adding a second debuff verb that feeds Stylish Executioner and Cessation's follow-up.
Harsh Refraction makes a Void Trace Rifle (e.g. Ruinous Effigy) hit harder into the Volatile/Weakened/Suppressed pack this kit permanently debuffs.
Void Flux closes the Volatile loop: defeating a weakened target with a Void weapon spreads Volatile to nearby targets, chaining the debuff across the crowd.
Elemental Supercharger feeds Super energy on severed/exhausted finals matching your Super — faster tethers to reset the whole loop.
Where it shines
Add-dense PvE (Nightfalls, dungeons, GM lead-ins): dodging through a pack and suppressing the whole cluster is disruption on a short cooldown, and Stylish chains keep you invisible between rooms.
Ability-heavy encounters: any fight full of casters, pullers, or self-healing elites — suppression is a hard off-switch for the mechanics that kill you.
Flex content via element-swap: carry the same legs from Void suppress content into Arc disorient content without touching your armour.
Champion coverage: breaks Overload intrinsically via suppression from the bomb (and the tether). Barrier and Unstoppable are not covered by the kit — bring anti-Barrier / anti-Unstoppable through a champion weapon or an artifact anti-champ perk.
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)
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)
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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (7/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper1e
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).