Glaive line-infantry — block for a self-and-team Void overshield, stab to overflow ammo, projectiles detonate on kill, and the artifact makes the glaive suppress champions
Centerpiece: Triton Vice (Gauntlets) · Subclass: Nightstalker (Void) · Role: Glaive line-infantry — block for a self-and-team Void overshield, stab to overflow ammo, projectiles detonate on kill, and the artifact makes the glaive suppress champions Sandbox: 9.7.0 · Updated 2026-07-03
A glaive is a shield and a spear in one. Vexcalibur's block bleeds Void overshield onto you and everyone near you; Triton Vice makes the spear half self-feeding — melee kills overflow your magazine and projectile kills explode. Hold the line: block to tank and shield the team, stab to refill, fire to clear. Add suppression from the artifact and the wall becomes anti-champion too.
The exotic
Triton Vice (Gauntlets) — 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.
Vexcalibur (Glaive) — M1R Distribution Matrix:Fires a spread. Equipped with a quick-draining shield. Blocking damage with your shield gradually bestows Void overshields to yourself and nearby allies.
Triton Vice fixes the two things that hold glaives back. The overflow-on-melee-kill keeps the notoriously small magazine topped without leaving the fight to reload, and the projectile-detonation gives a glaive real add-clear from a gun that normally fires two rounds. The surrounded clause — faster reload and higher melee damage while enemies crowd you — rewards standing in the pack, which is exactly where Vexcalibur's block wants you to be. Vexcalibur supplies that glaive: a Void Special glaive whose held block soaks damage and drips Void overshields onto you and nearby allies, turning the defensive stance into fireteam support rather than a personal panic button. The two meet on one rhythm — block to tank and shield, drop guard to stab (overflow a round) and fire (detonate the pack), block again.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The weaken/invis/overshield toolkit Triton and Vexcalibur both feed off.
Super
Shadowshot: Deadfall
Tether weakens and suppresses a whole pack — weakened targets feed Stylish/Harvest, amp glaive damage, and the orb engine fuels the team you are already shielding.
Class ability
Gambler's Dodge
Refunds Snare Bomb (your weaken/Stylish trigger) near enemies and repositions the wall.
Movement
Triple Jump
Extra mid-air adjust to hold or relocate the frontline; the air-move also arms Trapper's Ambush.
Melee
Snare Bomb
The ability melee (separate from the glaive's) that weakens a cluster — the Stylish/Harvest trigger and a damage amp for the spear.
Grenade
Vortex Grenade
Lingering Void AoE; with Echo of Undermining it weakens the zone, softening targets for glaive kills and feeding Harvest.
Aspect 1
Trapper's Ambush
Quickfall dive that damages on impact (greatly amplified with a Void status active) — closes distance into the pack Triton rewards. 2 fragment slots.
Aspect 2
Stylish Executioner
Defeating a debuffed target grants invisibility and Truesight; glaive kills on weakened targets are the trigger, so the block-stab loop self-cloaks. 2 fragment slots.
Fragments
4 Echoes (below)
Weaken → Orb/Breach → Devour, with Void buffs stretched — the sustain layer under the overshield.
Exotic armour
Triton Vice (Gauntlets)
Overflow keeps the two-round mag fed, projectile kills detonate for add-clear, surrounded bonuses reward the frontline.
Weapons
Vexcalibur (Void Special glaive) + Void primary + Void Heavy
Vexcalibur is the block-shield and spear; a Void primary covers the ranges the glaive can't and keeps surges/economy live; a Void Heavy for bosses.
Fragments
Echo of UnderminingVoid grenades weaken targets
Echo of Harvestdefeating weakened targets makes an Orb of Power and a Void Breach
Echo of PersistenceInvisibility, Overshield and Devour last longer
Echo of Starvationpicking up a Void Breach or Orb grants Devour
Why it works (the mechanics)
Block is tank plus team support. Guarding with Vexcalibur soaks incoming damage and gradually bestows Void overshields to you and nearby allies. You become a mobile cover point that makes the whole fireteam tankier while you hold the choke — the defensive stance pays out for everyone, not just you.
The spear never runs dry. Triton overflows a round to the magazine on every glaive melee final blow and detonates on projectile final blows. That turns a two-round gun into a self-feeding stab-shoot cadence with genuine add-clear — you kill in melee to reload and kill at range to explode, so you never leave the fight to reload.
Suppression makes it anti-champion. The artifact's Suppressing Glaive makes glaive hits suppress combatants, locking them out of abilities — that is your Overload answer and a team-protecting stun. Deadfall suppresses too, and Passive Aggressive Guard cuts incoming damage while the glaive is wielded, so the wall is both the champion-breaker and the tankiest stance.
The Void economy layers underneath. Snare Bomb and Vortex weaken; glaive kills on weakened targets trigger Stylish invisibility and Echo of Harvest, which spits an Orb and a Void Breach; Echo of Starvation turns those pickups into Devour. Full heal-on-kill sits on top of the overshield, with Echo of Persistence stretching all three Void buffs — very hard to drop.
Void Weapon Channeling compounds a full kit. A Void-weapon kill while at least one Void ability is fully charged ramps Void weapon damage, scaling with how many abilities are charged. The fuller your grenade/melee/class energy, the harder the glaive and Void primary hit — the build rewards holding charge, not dumping it.
It is a support frontline. Overshields (Vexcalibur plus Protective Breach), weaken (Snare/Deadfall) and invisibility (Trapper's) all extend to the team. You do not just survive the push — you buff everyone standing behind the wall.
Stats & mods
Weapons 200 → Health → Class. Weapons drives glaive projectile damage and the Void primary; Health is the floor under the overshield and Devour since you stand in the pack by design; Class keeps Gambler's/Trapper's/Snare uptime — the weaken and invis triggers — flowing.
Suppressing Glaive makes glaive hits suppress combatants, preventing ability use — the headline pick, and your intrinsic Overload answer plus a team-protecting lockout on the frontline.
Passive Aggressive Guard gives less damage from nearby combatants while wielding a glaive, stacking with the block to make the wall genuinely tanky where you fight.
Protective Breach turns Void Breach pickups into an overshield (or refreshes it), stacking with Vexcalibur's block into near-permanent overshield uptime.
Volatile Flow grants Volatile Rounds to your Void weapons on Orb pickup, adding chained Void detonations across the glaive and primary.
Unto The Breach creates a Void Breach when you defeat a Void-debuffed target — the feedstock that Protective Breach and Echo of Starvation both consume.
Overload Grenades makes Vortex disrupt and stun, a second Overload answer for when the glaive is holstered.
Void Weapon Channeling ramps Void weapon damage after a Void kill with a Void ability charged — the glaive hits harder the fuller your kit.
Where it shines
Held content and chokes — anywhere a fireteam benefits from a mobile cover point: you plant the wall, shield the team, and clear the pack that pushes it.
Endgame add-density (Nightfalls, dungeons, GM chokes) — Devour plus overshield plus Passive Aggressive Guard keeps you alive standing where a glaive wants to be, and projectile detonations clear the swarm.
Team play over solo speed — overshield, weaken and invis all extend to allies, so the build's value scales with a fireteam behind it.
Champion coverage: breaks Overload intrinsically (Suppressing Glaive, backed by Overload Grenades). Bring Barrier and Unstoppable via artifact frame mods on your Void primary/Heavy — the glaive does not answer those two.
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 (7/10)
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade 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.
Chest (7/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
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 Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1e
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).