Centerpiece: Exotic class item — Spirit of the Assassin + Spirit of the Gyrfalcon (Class item) · Subclass: Prismatic · Role: Invisible debuff control Sandbox: 9.7.0 · Updated 2026-07-03
You are permanently invisible, everything you look at is weakened or volatile, and a Strand decoy is soaking the aggro you would otherwise take. Void's stealth kit and Strand's misdirection kit, stapled onto one class item — the pairing only Prismatic can field. You never really stop moving, and enemies never quite know where to shoot.
The exotic
Spirit of the Assassin — Finishers and powered melee final blows grant invisibility.
Spirit of the Gyrfalcon — Gain volatile rounds after being invisible.
The Exotic class item stacks two Hunter intrinsics that were built to hand off to each other. Assassin turns any powered-melee kill (or finisher) into invisibility — so Snare Bomb landing a kill drops you off enemy radar for free. Gyrfalcon reads the end of that stealth: the instant you leave invisibility, your Void weapons gain Volatile Rounds. So the loop is a closed circuit — melee kill grants invis, you break invis to shoot, that break arms Volatile, Volatile detonations tag more targets as Void-debuffed, and any kill on a debuffed target re-triggers invisibility through Stylish Executioner. One column feeds the other; neither half idles.
Loadout
Slot
Pick
Why
Subclass
Prismatic Hunter
Only subclass that can run a Void stealth kit and a Strand decoy at once.
Super
Shadowshot: Deadfall
Anchoring tether weakens and suppresses a whole pack, grouping them for cleanup.
Class ability
Gambler's Dodge
Refunds melee energy near enemies, re-arming Snare Bomb, and triggers Threaded Specter.
Movement
Triple Jump
Extra mid-air corrections to reposition out of stomps and reset sightlines.
Melee
Snare Bomb (Void)
Powered-melee kill grants invis via Spirit of the Assassin; leaving invis near foes weakens them.
Grenade
Grapple (Strand)
Mobility plus a Tangle on grapple-melee, and a fast escape when stealth is broken.
Aspect 1
Stylish Executioner
Killing any elementally-debuffed target grants invisibility and Truesight — the engine.
Aspect 2
Threaded Specter
Dodge leaves a Strand decoy that taunts then detonates; damage scales past 100 Class.
Fragments
Bravery · Hope · Protection · Purpose
Cover both elements' verbs, keep the class ability up, and add DR plus an overshield.
Exotic armour
Spirit of the Assassin + Spirit of the Gyrfalcon (class item)
Melee-kill → invis → shoot → Volatile everywhere; the two halves are one engine.
Weapons
Graviton Lance (Void pulse) · Strand special · heavy
Void primary carries the Volatile payoff; Strand special pays off Unraveling Rounds.
Fragments
Facet of Braverygrenade kills grant Volatile Rounds to Void weapons; powered-melee kills grant Unraveling Rounds to Strand weapons
Facet of Hopeclass ability regenerates faster while you hold an elemental buff
Facet of Protection+10 Melee; damage resistance while surrounded, increased while transcendent
Facet of Purpose−10 Class; Orb pickup grants Void Overshield keyed to your Void super
Why it works (the mechanics)
Invisibility is damage resistance by another name. While invisible, enemy AI drops you from target selection, so the damage you never take beats any DR percentage. Stylish Executioner makes invis a kill reward rather than a cooldown, so your survivability scales with your output instead of competing with it — every debuffed kill re-cloaks you.
Two independent Volatile sources mean the verb never drops. Gyrfalcon's spirit arms Volatile Rounds every time you leave invisibility, and Facet of Bravery arms them on grenade final blows. Because Stylish keeps re-cloaking you, the Gyrfalcon trigger fires on a loop. Volatile detonations tag other enemies as Void-debuffed, which makes them fresh Stylish targets — the chain feeds itself.
Deadfall's weaken is a team multiplier, not a personal buff. The tether's weaken sits in the debuff bucket, so it multiplies your fireteam's damage and yours at once, stacking multiplicatively with the weapon buffs you already carry (different category). One anchoring tether into a champion pack is worth more than any personal damage perk, and it suppresses on cast.
The decoy patches stealth's single weakness. Breaking invisibility to act normally draws instant aggro; Threaded Specter's taunt covers exactly that window, pulling attention to a Strand puppet while you reposition. It also detonates harder once Class stat passes 100 — the same stat your dodge loop already stacks — so nothing you invest is wasted.
Facet of Purpose turns cleanup into survivability. Because your Void super is Deadfall, picking up an Orb of Power grants a Void Overshield. Volatile and weakened kills spawn orbs, so the same debuff engine that clears the room also keeps a fresh overshield on you between stealth windows, layering on top of Facet of Protection's surrounded-DR.
Both Transcendence gauges fill from the same rhythm. Void verbs (Snare Bomb, Volatile, Deadfall) charge the Light gauge; Strand verbs (Grapple, Threaded Specter) charge Dark. The build's natural melee-then-dodge cadence climbs both together, so Transcendence arrives on schedule as a heal-and-damage window for the moments stealth alone will not save you.
Stats & mods
Class 200 → Melee → Health. Class feeds the dodge loop and pushes Threaded Specter past its 100-stat scaling breakpoint; Melee re-arms Snare Bomb near enemies; Health is the survivability floor behind the invis. Archetype lean: Reaver (Class/Melee) or Skirmisher (Melee/Weapons).
Mods:
Boots: Recuperation — heal on Orb pickup, which the Volatile/weaken cleanup floods.
Arms: Reaper — first weapon kill after a dodge spawns an Orb, seeding Facet of Purpose.
Chest: Void Resistance mods to reinforce the surrounded-heavy playstyle.
Class item: Utility Kickstart — refunds class-ability energy so the dodge/Specter loop stays online.
Surge: Void Surge — matches Graviton Lance and the Volatile payoff.
Anti-Champion: suppress from tether or Snare Bomb handles Overload behaviourally; bring Anti-Barrier and Unstoppable weapon frames from the artifact for the rest.
Artifact — Tablet of Ruin
Picks (2/3/2):
Tier 1: Volatile Marksman · Unraveling Orbs
Tier 2: Maligned Harvest · Horde Shuttle · Vile Weave
Tier 3: Void Flux · To Shreds
Volatile Marksman grants Volatile Rounds on rapid Void precision hits and final blows, and its detonations return class-ability energy — a third Volatile source that also refunds the dodge loop.
Unraveling Orbs arms Strand weapons with Unraveling Rounds whenever you grab an Orb or Tangle, covering Facet of Bravery's Strand half without relying on melee kills.
Maligned Harvest turns rapid Volatile into a weakening burst and hands a small Void Overshield on applying Weaken, tying both debuffs together and doubling up on Facet of Purpose's shield.
Horde Shuttle spawns severing Threadlings off damaged unravelled targets — free Specter-adjacent adds that keep Strand verbs ticking.
Vile Weave severs targets your Tangles hit and drops the Tangle cooldown on pickup, feeding the Grapple/Specter Strand economy.
Void Flux spreads Volatile off weakened Void kills, closing the Volatile-to-Stylish chain; To Shreds unravels severed targets and drops Woven Mail hotspots on severed kills, paying off the decoy's severs.
Where it shines
Endgame survival content (Master/GM, Legend content): permanent invisibility plus surrounded-DR and a taunting decoy make it a low-risk clear engine where standing in the open is lethal.
Add-dense rooms: the self-feeding Volatile/weaken chain melts packs and floods Orbs, and the tether groups stragglers for one-button cleanup.
Team play: Deadfall's weaken is a fireteam-wide damage multiplier, and Snare Bomb can extend invisibility to allies, making this a support-flavoured clear build.
Champion coverage: breaks Overload behaviourally via the suppress on tether and Snare Bomb; bring Anti-Barrier and Unstoppable weapon frames (or the artifact's champion mods) for Barrier and Unstoppable.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Strand Siphon1efill
Rapid Strand weapon final blows create Orbs 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)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Strand Resistance2efill
Reduces incoming Strand damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (5/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Strand Weapon Surge3efill
Your Strand 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 (5/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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.
Bomber1efill
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). Flex/loadout-dependent: the Volatile payoff. - **Anti-Champion:** suppress from tether or Snare Bomb handles Overload behaviourally; bring Anti-Barrier; Unstoppable weapon frames from the artifact for the rest.