Your gear best achievable Melee 131 / 150 target — gear ready
Health 67 · Melee 131 · Grenade 14 · Super 40 · Class 45 · Weapons 77 · armour only; stat mods + fragments add more
Centerpiece: Praxic Blade (Exotic Sword · Kinetic slot) · Subclass: Nightstalker · Role: Invisible swordsman who throws his blade and vanishes between strikes Sandbox: 9.7.0 · Updated 2026-07-03
A thrown, seeking, projectile-reflecting blade in the hands of a Hunter who is not on the target list. You close the gap invisible, open with a blade you never have to be next to, and every debuffed kill puts you back into stealth. Void weaken turns each swing into a team-wide multiplier; the guard turns incoming fire into your own.
The exotic
Ranged Weapon — Throw your Praxic Blade to hit multiple targets. Strong against [Shield-Piercing] Barrier Champions.
[Heavy Attack] — Throw your Praxic Blade, which will seek out multiple targets. Attacking recalls the Blade while it is in flight. Hold to perform a more powerful throw, sending the Blade on a straight path in the direction of your aim.
Cormorant Reversal — While guarding, this Sword converts incoming projectiles into bolts that reflect to where you're aiming.
Praxic Blade is a Kinetic, Special-ammo Exotic Sword that solves the two problems every sword has: reach and defence. The heavy-attack throw is a seeking projectile that hits multiple targets and recalls when you swing, so you deal sword damage without standing in melee range — and it is intrinsically shield-piercing, breaking Barrier Champions on its own. Its guard does not merely block: Cormorant Reversal converts incoming fire into bolts that reflect to your aim, so blocking is also damage. Special-ammo economy plus the throw make it the most ammo-independent sword in the game, meaning you can lean on it as a primary verb rather than a burst tool.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invisibility and Weaken are the two verbs that make sword range safe and sword hits team-multiplying.
Super
Shadowshot: Deadfall
Anchor tether weakens and suppresses a whole pack — a room-wide setup for the weaken payoffs.
Class ability
Gambler's Dodge
Refunds melee (Snare Bomb) on a dodge near enemies, and goes invisible via Vanishing Step.
Movement
Triple Jump
Maximum aerial repositioning to reset throw distance and disengage after a combo.
Melee
Snare Bomb
Smoke that cloaks you on the approach and weakens on detonation — the invisible gap-closer.
Grenade
Vortex Grenade
Weakens (via Echo of Undermining) and holds an area — the Void buff that arms Singularity Blade.
Aspect 1
Stylish Executioner
Kills on debuffed targets grant invisibility and Truesight — the samurai re-vanish off every debuffed kill.
Aspect 2
Vanishing Step
Dodge grants invisibility, giving a second on-demand cloak between engagements.
Fragments
Persistence · Leeching · Undermining · Obscurity
Stretch invis duration, add heal/weaken sources, and a finisher cloak.
Exotic armour
Praxic Blade (occupies Kinetic weapon slot)
The exotic is the sword, so the armour exotic slot stays free for any survivability or invis piece.
Weapons
Praxic Blade (Kinetic) · Void primary (Destabilizing/Repulsor Brace) · Special of choice
A Void primary keeps Volatile/overshield verbs flowing at range while the sword does the close work.
Fragments
Echo of PersistenceVoid buffs — Invisibility, Overshield, Devour — last longer
Echo of Leechingmelee final blows start health regen for you and allies
Echo of UnderminingVoid grenades weaken targets
Echo of Obscurityfinisher final blows grant Invisibility
Why it works (the mechanics)
Invisibility solves sword range. The genre problem with swords is crossing open ground to reach a target. Snare Bomb cloaks the approach, Vanishing Step cloaks the retreat, and Stylish Executioner re-cloaks you off any elemental-debuff kill. You fight at melee range with the target-selection safety of a ranged build.
Singularity Blade turns every swing into a debuff. While you hold a Void elemental buff — and invisibility counts as one — melee and sword hits weaken, and final blows create a weakening burst. So an invisible approach means your first swing already weakens the pack, and weakened enemies take everyone's damage harder.
The kill loop closes on itself. Singularity weakens; a weakened kill triggers Stylish Executioner (invisibility + Truesight), which re-arms Singularity because invis is the required Void buff; Power from Pain grants Devour on rapid weakened final blows for the health economy. One swing feeds cloak, debuff, and healing at once.
Guarding is champion control and damage. Riposte makes your attacks stun unshielded combatants shortly after a guard (Unstoppable), and Cormorant Reversal reflects incoming projectiles back as bolts while you hold that same guard. Defence, Unstoppable stun, and reflected damage stack in one stance.
Sword Storm Combo is AoE you charge by playing. Three light attacks into a heavy summons penumbral blades that damage and disorient everything around you, and sword final blows extend their duration — so the pack invisibility walked you into gets cleared by the combo you were already throwing.
The tether is the multiplier switch. Deadfall weakens and suppresses a whole group; layered on Singularity's weaken and Void Infestation's weaken-spreading projectile, the room is debuffed for the fireteam before your damage even lands.
Stats & mods
Melee 200 → Class → Health. Skirmisher lean — the build runs on Snare Bomb (Melee) and dodge (Class) as its two invisibility engines, with Health for sustain to hold melee range.
Mods:
Boots: Recuperation (health on Orb pickup) + Sword Scavenger for ammo economy.
Arms: Heavy Handed — Snare Bomb final blows return melee energy and make an Orb.
Chest: Concussive Dampener + a Void resist mod to survive the sword-range exposure.
Class item: Bomber + Reaper to speed the dodge/Orb cadence.
Surge: Kinetic Surge to boost Praxic Blade's own damage (the sword is Kinetic).
Anti-Champion: none required — the sword breaks Barrier intrinsically and Riposte covers Unstoppable; add an Overload weapon mod if the activity demands Overload.
Riposte stuns unshielded combatants with your attacks shortly after a Sword guard — an intrinsic Unstoppable stun that pairs with Praxic's reflecting guard.
Power from Pain grants Devour on rapid final blows against weakened combatants, converting the Singularity weaken loop into constant healing.
Singularity Blade is the engine: while you hold a Void buff, melee and sword hits weaken and final blows burst-weaken — invisibility satisfies the Void-buff condition, so every swing debuffs.
Combination Argent Blade empowers the sword (bonus damage and charge rate) after a paused light-then-follow-up combo, boosting throw and swing damage on demand.
Armorsmith grants damage resistance and increased melee damage on shield break — survivability and melee punch for the times you commit to the guard.
Sword Storm Combo summons penumbral blades on a three-light-into-heavy combo, and sword final blows extend them — the build's ambient AoE.
Void Infestation makes weakened-target kills spawn a tracking projectile that weakens others, spreading the debuff hands-free.
Where it shines
Master/GM add-clear and champion rooms: invisibility repositioning plus an intrinsic Barrier break and Riposte Unstoppable make it a self-sufficient survivor in high-end PvE.
Team play: Deadfall tether + layered Weaken (Singularity, Undermining, Void Infestation) turns the whole build into a fireteam damage multiplier.
Ammo-scarce content: the throw plus Special-ammo economy keep the sword usable as a primary verb, not a burst tool.
Champion coverage: breaks Barrier intrinsically (shield-piercing throw) and Unstoppable via Riposte after a guard; bring an Overload source (weapon mod, or lean on Deadfall's suppress) for Overload Champions.
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.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1efill
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
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.
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 (3/10)
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.
Outreach1efill
Reduces melee 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: Riposte covers Unstoppable; add an Overload weapon mod if the activity demands Overload.