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Void

Ronin — Praxic Blade (Void Hunter)

Invisible swordsman who throws his blade and vanishes between strikes
Praxic Blade on light.gg
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

SlotPickWhy
SubclassNightstalker (Void)Invisibility and Weaken are the two verbs that make sword range safe and sword hits team-multiplying.
SuperShadowshot: DeadfallAnchor tether weakens and suppresses a whole pack — a room-wide setup for the weaken payoffs.
Class abilityGambler's DodgeRefunds melee (Snare Bomb) on a dodge near enemies, and goes invisible via Vanishing Step.
MovementTriple JumpMaximum aerial repositioning to reset throw distance and disengage after a combo.
MeleeSnare BombSmoke that cloaks you on the approach and weakens on detonation — the invisible gap-closer.
GrenadeVortex GrenadeWeakens (via Echo of Undermining) and holds an area — the Void buff that arms Singularity Blade.
Aspect 1Stylish ExecutionerKills on debuffed targets grant invisibility and Truesight — the samurai re-vanish off every debuffed kill.
Aspect 2Vanishing StepDodge grants invisibility, giving a second on-demand cloak between engagements.
FragmentsPersistence · Leeching · Undermining · ObscurityStretch invis duration, add heal/weaken sources, and a finisher cloak.
Exotic armourPraxic Blade (occupies Kinetic weapon slot)The exotic is the sword, so the armour exotic slot stays free for any survivability or invis piece.
WeaponsPraxic Blade (Kinetic) · Void primary (Destabilizing/Repulsor Brace) · Special of choiceA Void primary keeps Volatile/overshield verbs flowing at range while the sword does the close work.
Fragments

Why it works (the mechanics)

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:

Artifact — Encrypted Data Disk

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Kickstart 1e fillWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Void Resistance 1e fillReduces incoming Void damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (5/10)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Outreach 1e fillReduces 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.