Centerpiece: Khepri's Sting (Gauntlets) · Subclass: Nightstalker · Role: Hands-free team-debuff add-clear — a Void MG that Weakens the room on a metronome so every kill re-seeds smoke and Void Breaches Sandbox: 9.7.0 · Updated 2026-07-03
Hold the trigger and Deterministic Chaos debuffs the pack on a counter — no melee input required. Khepri's Sting turns every kill on a weakened add into a fresh weakening smoke puff and a melee refund, while Deadfall's tether blankets the whole room in team-wide Weaken and suppression. You aim; the room stays debuffed, the Void Breaches pour out, and Devour keeps you standing.
The exotic
Khepri's Sting — Touch of Venom: Defeating a weakened target releases a burst of weakening smoke and refunds Void melee ability energy.
Deterministic Chaos: Strong against [Shield-Piercing] Barrier Champions. While holding down the trigger, every fourth Heavy Metal projectile also weakens targets on impact. Releasing the trigger after a Vexadecimal projectile partially reloads this weapon's magazine from reserves.
This is a legal dual-exotic (one armour + one weapon). Khepri's Sting only ever asks one question — "did a weakened target just die?" — and pays out twice when the answer is yes: a lingering weakening smoke cloud at the corpse (functionally a free Smoke Bomb that re-weakens the next body) plus Void melee energy back. The problem it usually has is sourcing the Weaken. Deterministic Chaos solves that hands-free: it is a 360 RPM Void Heavy machine gun that applies debuffs off held-trigger counters — an every-4th projectile counter and an every-16th Vexadecimal counter — so the gun itself keeps the pack weakened while you never spend melee to start the loop. The Clarity ruling adds that Khepri's needs Smoke Bomb equipped and grants 30% Smoke Bomb melee energy per weakened kill.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The Void verb kit — Weaken, Volatile, Invisibility, Devour, Void Breaches — is exactly what Khepri's and Deterministic Chaos both feed on.
Super
Shadowshot: Deadfall
Anchoring tether dramatically weakens and suppresses a whole pack for the fireteam — a room-wide Weaken button (and suppression backstops Overloads).
Class ability
Gambler's Dodge
Dodge into the pack refunds big melee energy to keep Smoke Bomb topped; swap to Marksman's if you'd rather reload the flex legendaries.
Movement
Triple Jump
Not load-bearing — player choice for vertical recovery over the tether zone.
Melee
Snare Bomb (Smoke Bomb)
Khepri's Clarity text requires Smoke Bomb equipped to function; it also grants invis-to-allies in 9.7.0 and is the guaranteed enabler for the 30% refund.
Grenade
Vortex Grenade
Lingering Void AOE that, with Echo of Undermining, weakens (a second Khepri's enabler) and arms Overload Grenades from the artifact.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants Invisibility + Truesight; Deterministic Chaos debuffs everything, so this trips almost constantly for near-permanent invis and wallhacks.
Aspect 2
On the Prowl
Periodically marks a priority target for the whole fireteam; defeating marked targets spreads the team-debuff layer and reinforces the invis economy.
Fragments
Harvest · Starvation · Undermining · Expulsion
The Void Breach economy (orbs + breaches → Devour + explosions) that converts every weakened kill into survivability and more add-clear.
Exotic armour
Khepri's Sting (Gauntlets)
The centerpiece — weakened kill → weakening smoke + Void melee refund, closing the kill→smoke→melee loop hands-free.
Weapons
Kinetic flex primary · Void special · Deterministic Chaos (Heavy)
Det Chaos is the debuff engine; a Void special rides Volatile Flow between reloads; the kinetic flex plugs Unstoppable.
Fragments
Echo of Harvestdefeating weakened targets → Orb of Power + Void Breach
Echo of Starvationpick up a Void Breach/Orb → Devour, −10 Class
Echo of UnderminingVoid grenades weaken, −10 Grenade
Echo of ExpulsionVoid ability final blows make targets explode, +10 Super
Why it works (the mechanics)
The gun debuffs hands-free. Holding the trigger on Deterministic Chaos runs its Heavy Metal and Vexadecimal counters, applying a Void debuff on the every-4th projectile and Weaken on the Vexadecimal cycle. That makes the weapon the debuff source — the entire premise of pairing it with Khepri's Sting, which only cares that a weakened target died.
Khepri's closes the kill→smoke→melee loop. A weakened add dies and Touch of Venom drops a weakening smoke puff that re-weakens the next body (so Khepri's can fire again) and refunds Smoke Bomb melee energy — 30% per weakened kill per Clarity. You bank melee for free while clearing instead of spending it to start.
Every-4th debuff feeds the invis layer; Weaken feeds the kill triggers. The frequent every-4th Void debuff constantly trips Stylish Executioner (any-debuff kill → Invis + Truesight) and Unto The Breach (Void-debuffed kill → Void Breach). The periodic Weaken is reinforced by Deadfall's tether, Vortex + Echo of Undermining, and Stylish's smoke — so Khepri's almost always has a weakened target to convert.
The Void Breach economy is the survivability spine. Echo of Harvest and Unto The Breach flood Void Breaches off debuffed kills; Echo of Starvation turns each pickup into Devour, and Protective Breach turns each into an overshield. Layered Devour + overshield means no Health stat is needed to stay up in a debuffed pack.
Heavy ammo stays fed. Releasing the trigger after a Vexadecimal projectile partially reloads the magazine from reserves, and Bricks From Beyond (Void kills on powerful combatants → Heavy ammo progress) tops the reserve back up — so the trigger-hold debuff engine rarely runs dry.
It's a team buff, not just a personal one. Deadfall weakens and suppresses a whole room for the fireteam, On the Prowl marks priority targets for the team, and Khepri's smoke lingers — allies shooting into your debuffed pack all benefit from the Weaken and the invis it spreads.
Stats & mods
Weapons 200 → Class → Super. Weapons is the whole point — its first 100 carries the PvE weapon-damage bonus plus the handling/reload that make an MG add-clear engine hum, and pushing toward 200 buys the large-ammo-brick chance that keeps Det Chaos fed. Class returns Gambler's Dodge fast (Stylish invis + melee top-ups), Super drives Deadfall uptime; dump Health/Melee/Grenade since Devour + overshield cover Health and Khepri's refunds Melee. Chase Powerhouse (Weapons+Super) and Specialist (Class) armour.
Mods:
Boots: Recuperation + Innervation — health and grenade energy on Orb pickup, which the Harvest orbs supply constantly.
Arms: Heavy Ammo Scavenger + Momentum Transfer — more Det Chaos reserves and grenade energy off melee hits.
Chest: Concussive Dampener + a resist mod — survivability while parked in the debuffed pack.
Class item: Reaper + Bomber — Orb on next weapon kill after dodging, plus grenade energy on dodge.
Surge: Void Surge ×2–3 — straight damage on Det Chaos and the Void special.
Anti-Champion: none needed on armour — Barrier is covered by Det Chaos's intrinsic and Overload by the artifact's Overload Grenades.
Volatile Flow grants your Void weapons Volatile Rounds on Orb pickup, so the Harvest orbs keep arming your Void special between MG reloads.
Unto The Breach creates a Void Breach whenever you defeat a Void-debuffed target — and Det Chaos debuffs everything, so Breaches pour out to feed the whole economy.
Bricks From Beyond gives Void kills on powerful combatants a chance to generate Heavy ammo, keeping the MG's reserve topped alongside the Vexadecimal reload.
Protective Breach converts each Void Breach pickup into an overshield, the front half of the Devour + overshield survivability spine.
Overload Grenades makes Vortex stun Overload Champions — the build's champion coverage for the one gap Det Chaos doesn't break.
Supernova makes your next Void damage after a Breach pickup emit a large weakening pulse — a bonus Weaken source that re-seeds targets for Khepri's.
Void Weapon Channeling stacks bonus Void weapon damage when you kill with a fully-charged Void ability, straight DPS on Det Chaos.
Where it shines
Endless-add content (GMs, Nightfalls, Onslaught, Coil) — the hands-free debuff counter plus room-wide Deadfall keeps a whole pack Weakened and volatile with minimal ability spending.
Team play — Deadfall, On the Prowl and Khepri's smoke all export Weaken and invis to the fireteam, so allies benefit from your debuffs.
Sustained survivability — layered Devour + overshield off the Void Breach economy holds up in the middle of a debuffed pack without a Health investment.
Champion coverage: Barrier is broken intrinsically by Deterministic Chaos; Overload is covered by Overload Grenades (Vortex). Unstoppable is not covered by the kit — bring an Unstoppable-capable kinetic primary, or lean on Deadfall's suppression as a stagger backstop.
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 (5/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown 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.
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). Flex/loadout-dependent: grenade energy on Orb pickup; the Void special. - **Anti-Champion:** none needed on armour — Barrier is covered by Det Chaos's intrinsic; Overload by the artifact's Overload Grenades.