Anchor: Khepri's Sting · Subclass: Nightstalker · Role: Hands-free team-debuff add-clear — every weakened/volatile kill spreads more Weaken — dual-exotic with Deterministic Chaos Sandbox: 9.7.0 · Built 2026-06-27
Hold the trigger and Deterministic Chaos debuffs the room on a metronome — Volatile every 4th round, Weaken every 16th — with zero melee input. Khepri's Sting turns each kill on a weakened add into a fresh weakening smoke puff and a Void-melee refund, while Deadfall's tether blankets the pack in team-wide Weaken + suppression. You aim; the room stays debuffed.
Loadout
Slot
Pick
Why
Super
Shadowshot: Deadfall
Anchoring tether weakens + suppresses a whole pack — team-wide Weaken on a huge AOE (and suppression = an Overload backstop). Tethered (weakened) deaths feed Khepri's smoke, Echo of Harvest orbs/breaches, and Unto The Breach.
Class ability
Gambler's Dodge
Dodge into the pack → big melee energy to keep Phantom Surge / Smoke Bomb topped. Swap to Marksman's Dodge if you'd rather reload the flex legendaries (Det Chaos self-reloads via Vexadecimal).
Movement
Triple Jump / flex
Not load-bearing — player choice.
Melee
Phantom Surge (9.7.0 Void melee)
Dash that phases through units, deals bonus damage vs Void-debuffed targets (Det Chaos debuffs everything), grants Void Overshield per hit, and refunds melee on a kill. Khepri's refunds it again on weakened kills. Verify-flag below. Snare/Smoke Bomb is the guaranteed-works fallback.
Grenade
Vortex Grenade (Void)
Lingering Void AOE → with Echo of Undermining it weakens (a 2nd Khepri's enabler) and drives NPA's Overload Grenades.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target → Invisibility + Truesight; next melee while invis weakens. Det Chaos's every-4th Volatile already trips this constantly → near-permanent invis + wallhacks for the MG. +2 fragment slots.
Aspect 2
On the Prowl
Marks a priority target for the fireteam; defeating marked targets drops a weakening smoke cloud that turns you and allies invisible — the team-debuff spread layer. Fragment-slot count (verify ~1–2); if tight, run Vanishing Step (+2, dodge → invis) instead.
Fragments
Echo of Harvestdefeating weakened targets → Orb of Power + Void Breach — the economy that feeds everything
Echo of Starvationpick up a Void Breach/Orb → Devour = the heal/overshield-on-kill engine, −10 Class
Echo of Expulsion (Void ability final blows make targets explode for extra add-clear, +10 Super). *(4 fragments assumes On the Prowl grants 2 slots — drop Expulsion if it only grants 1; see verify-flag.)
Dual-exotic (one armour + one weapon is legal). Khepri's Sting — Touch of Venom: defeating a weakened target releases a burst of weakening Void smoke at its location and refunds Void melee ability energy (manifest text — generic Void melee, see verify-flag). The spread smoke is functionally a free Smoke Bomb, so it can chain melee-associated effects and re-weaken the next wave. Deterministic Chaos is an exotic Void Heavy Machine Gun (360 RPM), intrinsically Anti-Barrier. Two stacking counters fire while you hold the trigger: Heavy Metal makes every 4th round apply Volatile (10s), and Vexadecimal makes every 16th round apply Weaken (6s) and partially reloads the mag from reserves on trigger release. The MG is the debuff source — you never have to melee first.
The loop: trigger-hold → 4th round Volatile / 16th round Weaken → Khepri's converts the weakened kills into spreading smoke + a melee refund → Deadfall + grenade + Supernova reinforce the Weaken → Echo of Harvest turns those weakened kills into Orbs + Void Breaches → Devour, overshield, volatile rounds, and more Weaken flow back in. No melee input required to start it.
Why this works (the mechanics)
The gun debuffs hands-free. Holding the trigger, Deterministic Chaos applies Volatile on every 4th round and Weaken on every 16th (Clarity). That makes the weapon the Weaken source — the entire premise of pairing it with Khepri's Sting, which only ever asks "did a weakened target just die?"
Khepri's closes the kill→smoke→melee loop. A weakened add dies → Touch of Venom drops a weakening smoke puff (re-weakens the next body so Khepri's can fire again) and refunds Void melee energy. You bank melee for free while clearing — never spending it to start.
Volatile feeds the invis/economy layer; Weaken feeds the kill triggers. The frequent every-4th Volatile counts as a Void debuff, so it constantly trips Stylish Executioner (any-debuff kill → Invis + Truesight) and Unto The Breach (Void-debuffed kill → Void Breach). The periodic Weaken (16th round) is reinforced by four sources — Deadfall tether, Vortex + Echo of Undermining, Supernova's pulse, and Stylish's weakening melee — so Khepri's almost always has a weakened target to convert.
The Void Breach economy is the survivability spine. Echo of Harvest + Unto The Breach flood Void Breaches off debuffed kills → Protective Breach (Breach → overshield), Echo of Starvation (Breach/Orb → Devour), and Supernova (Breach → next Void damage emits a weakening pulse = more Weaken). Layered Devour + overshield, no Health stat needed.
Heavy ammo stays fed. Vexadecimal refills ~12 rounds from reserves every 16th shot, and Bricks From Beyond (Void kills on powerful combatants → heavy ammo) 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 a whole room for the fireteam, On the Prowl marks priority targets and spreads weakening smoke on their defeat, and Khepri's smoke lingers — allies shooting into your debuffed pack all benefit.
Weapons
Power: Deterministic Chaos (Exotic Void Heavy MG, 360 RPM) — the engine. Hold the trigger; the 4th/16th-round counters do the debuffing. Intrinsically Anti-Barrier (covers Barrier Champions — see champion note).
Energy: a Void special (flex — e.g. a Void fusion / shotgun / breach-y trace) — keeps a second Volatile source online and rides Volatile Flow (Orb → Void weapons get Volatile Rounds) so your special chains the same debuff economy between MG reloads.
Kinetic: flex add-clear primary — bring an Unstoppable-capable pick here to plug the one champion gap (see below), otherwise any strong primary.
Champions:Barrier = Deterministic Chaos intrinsic (verify-flag: weapon_facts.md's auto-detector lists its champion column as "—" — the exotic's own perk text + Clarity both say "Intrinsically Anti-Barrier"; trust the perk text). Overload = NPA Overload Grenades (Vortex stuns Overload), with Deadfall suppression as backup. Unstoppable = not covered by the artifact — cover it on the kinetic flex or lean on Deadfall stagger.
Stats & archetypes
Weapons 200 → Class ~130 → Super ~80, dump Health/Melee/Grenade (~30 each). Weapons is the whole point — its first 100 carries the PvE damage bonus + handling/reload that make an MG add-clear engine hum, and 200 buys the large-ammo-brick chance that keeps Det Chaos fed. Class ~130 returns Gambler's Dodge fast (Stylish invis + melee top-ups). Super ~80 for Deadfall uptime (the team-Weaken button). Health/Melee/Grenade dump — Devour + overshield cover Health, Khepri's + Phantom Surge refund Melee, and Vortex only needs to land occasionally. Chase Powerhouse (Weapons+Super) and Specialist (Class) armour; Weapons/Class/Super Fonts close the breakpoints.
Set bonus (none required)
No set bonus drives this build — the engine is the gun's intrinsic debuff counters + the Void verb economy, not a 2pc/4pc. A 4pc that adds heavy reserves or Void weapon damage is free garnish but never the driver; run whatever rolls hit the stat plan above.
NPA is the Void-Breach-economy artifact, and every pick feeds the weaken/volatile loop. Tier 1: Volatile Flow (Orb → Void weapons gain Volatile Rounds — Echo of Harvest's orbs arm your special) + Unto The Breach (defeating a Void-debuffed target → Void Breach — Det Chaos debuffs everything, so Breaches pour out). Tier 2: Bricks From Beyond (Void kills on powerful combatants → heavy ammo — keeps the MG fed) + Protective Breach (pick up a Breach → overshield) + Overload Grenades (Vortex stuns Overload — the champion coverage). Tier 3: Supernova (pick up a Breach → next Void damage emits a weakening pulse = more Weaken for Khepri's) + Void Weapon Channeling (Void weapon kill with a charged Void ability → stacking bonus Void weapon damage — straight DPS on the MG). All seven are real NPA mods; `artifact_parser.py --audit` passes.
Loop
Open with Deadfall on the densest pack (or save it) → tether weakens + suppresses the room for the fireteam.
Hold the trigger on Deterministic Chaos → every 4th round Volatile, every 16th Weaken. Volatile trips Stylish Executioner (→ Invis + Truesight) and Unto The Breach.
Weakened adds die → Khepri's drops weakening smoke + refunds Void melee; Echo of Harvest spits an Orb + Void Breach.
Collect Breaches/Orbs → Devour (Starvation) + overshield (Protective Breach) + Volatile Rounds on your special (Volatile Flow); Supernova's next-Void-damage pulse re-weakens.
Throw Vortex into anything not yet weakened (Echo of Undermining weakens; Overload Grenades stuns Overloads), dash Phantom Surge through Void-debuffed adds for overshield + a melee refund, and let the smoke chain into the next wave.
Repeat — Bricks From Beyond + Vexadecimal keep the heavy reserve topped, so the trigger-hold debuff engine never stops.
Notes
Premise adapted (important): the brief had the cadence reversed. Per Clarity + the weapon's own perk text, Deterministic Chaos applies Volatile on every 4th round (Heavy Metal, 10s) and Weaken on every 16th round (Vexadecimal, 6s) — not "Weaken every 4th, Volatile every 16th." The build is tuned to that real cadence: frequent Volatile drives the invis/Breach economy, periodic Weaken (reinforced by 4 extra sources) gates Khepri's. The hands-free-debuff thesis holds completely.
Verify-flag — Khepri's melee requirement: the manifest exotic text says Touch of Venom "refunds Void melee ability energy" (generic — supports Phantom Surge), but the Clarity entry reads "Requires Smoke Bomb to be equipped to function. Killing weakened enemies grants 30% Smoke Bomb melee energy." If Clarity is current, Phantom Surge won't get the refund and you must run Snare/Smoke Bomb (which also gives invis-to-allies by default in 9.7.0). Test in-game; Smoke Bomb is the zero-risk pick.
Verify-flag — Det Chaos Weaken bug (Clarity): Clarity notes "(Currently only Weakens after 32 uninterrupted rounds)" — the Weaken counter may need 32, not 16, rounds without releasing the trigger. Volatile (every 4th) is unaffected. If so, lean harder on the other Weaken sources (Deadfall, Vortex, Supernova, Stylish) to gate Khepri's.
Verify-flag — Barrier champion: `docs/encyclopedia/weapon_facts.md` lists Det Chaos's champion column as "—"; its perk text + Clarity both say Intrinsically Anti-Barrier. The perk text is authoritative — the manifest auto-detector just didn't tag it.
Verify — On the Prowl fragment slots: marked "(verify ~1–2)" in the encyclopedia. Drop Echo of Expulsion if it only grants 1 slot, or swap to Vanishing Step (+2, dodge → invis).
Clarity numbers used: Heavy Metal = Volatile 10s (every 4th round); Vexadecimal = Weaken 6s (every 16th round) + refills ~12 ammo on trigger release; catalyst Target Lock ramps damage the longer you stay on a target. Khepri's = 30% Smoke Bomb melee energy per weakened kill (Clarity). Echo stat deltas: Starvation −10 Class, Undermining −10 Grenade, Expulsion +10 Super.