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Void

Sherpa — Omnioculus (Void Hunter)

GM-tier team stealth support
Omnioculus on light.gg
Your gear best achievable Melee 116 / 200 target — 84 short — needs better rolls
Health 65 · Melee 116 · Grenade 16 · Super 40 · Class 47 · Weapons 88 · armour only; stat mods + fragments add more

Centerpiece: Omnioculus (Chest) · Subclass: Nightstalker · Role: GM-tier team stealth support Sandbox: 9.7.0 · Updated 2026-07-03

The Grandmaster insurance policy: two Smoke Bombs, damage resistance while invisible, and every ally you cloak hands you melee energy back. Wipes stop happening because the whole fireteam can vanish on your call — twice — and the champion you tethered can't shoot back while you drag the revive.

The exotic

Omnioculus (Chest Armor) — Beyond The Veil: You gain a second Smoke Bomb charge and have damage resistance while invisible. When you make an ally invisible, they gain damage resistance while invisible and you gain melee energy.

Omnioculus turns invisibility from a personal escape into a fireteam utility engine. The second Smoke Bomb charge doubles your team-cloak throughput, and Invisibility grants 50% damage resistance (Resist x4) in PvE, so the seconds when a stomp or splash still finds you are survivable rather than lethal. The real economy is the ally clause: every teammate you make invisible refunds melee energy, so a full-team smoke returns a large chunk instantly and keeps the loop feeding itself. The more your team leans on your cloak — for revives, plate holds, deposits — the faster your smokes come back, which is exactly the support pattern Grandmaster content rewards.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Invisibility + Weaken + suppress, the toolkit Omnioculus scales.
SuperShadowshot: DeadfallAnchor tether weakens and suppresses a whole pack for the team.
Class abilityGambler's DodgeDodge near enemies refunds melee — a third smoke on demand.
MovementTriple JumpExtra aerial control to reposition and line up Trapper's dives.
MeleeSnare BombTeam-wide invisibility by default (9.7.0); the entire kit hangs off it.
GrenadeVortex GrenadeLingering Void AoE for lockdown and Weaken synergy.
Aspect 1Vanishing StepDodging makes you invisible — personal cloak without spending a smoke.
Aspect 2Trapper's AmbushAir-move dive that damages and, on kills, grants Devour — huge with a Void status active.
Fragmentssee belowLonger invis, finisher-invis, Devour, and productive stealth movement.
Exotic armourOmnioculus (Chest)Second smoke + DR-while-invis + melee refund per ally cloaked.
WeaponsVoid primary (Destabilizing Rounds / Repulsor Brace) · long-range Special for GM spacing · Heavy of choiceVoid primary feeds Volatile/overshield and the artifact Void loop; ranged Special keeps you safe.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Class. Melee 200 drives the Smoke Bomb economy that the whole build runs on; Health for GM survivability; Class for dodge uptime. Archetype lean: Skirmisher / Brawler / Siegebreaker.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Void engine for this kit: Shadowshot weakens the room, so Weaken-fed Devour and a steady Void Breach stream practically run themselves, while finishers-from-stealth (this build's bread) feed the Weaken loop. Suppress from the subclass already handles Overload, so the mods chase the loop, not champions.

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)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
Chest (5/10)Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (7/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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 (5/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: Deadfall. - **Anti-Champion:** subclass suppress (Deadfall + Snare) covers Overload; bring weapon mods for Barrier/Unstoppable (see below).