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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invisibility + Weaken + suppress, the toolkit Omnioculus scales.
Super
Shadowshot: Deadfall
Anchor tether weakens and suppresses a whole pack for the team.
Class ability
Gambler's Dodge
Dodge near enemies refunds melee — a third smoke on demand.
Movement
Triple Jump
Extra aerial control to reposition and line up Trapper's dives.
Melee
Snare Bomb
Team-wide invisibility by default (9.7.0); the entire kit hangs off it.
Grenade
Vortex Grenade
Lingering Void AoE for lockdown and Weaken synergy.
Aspect 1
Vanishing Step
Dodging makes you invisible — personal cloak without spending a smoke.
Aspect 2
Trapper's Ambush
Air-move dive that damages and, on kills, grants Devour — huge with a Void status active.
Fragments
see below
Longer invis, finisher-invis, Devour, and productive stealth movement.
Exotic armour
Omnioculus (Chest)
Second smoke + DR-while-invis + melee refund per ally cloaked.
Weapons
Void primary (Destabilizing Rounds / Repulsor Brace) · long-range Special for GM spacing · Heavy of choice
Void primary feeds Volatile/overshield and the artifact Void loop; ranged Special keeps you safe.
Fragments
Echo of PersistenceVoid buffs last longer
Echo of Obscurityfinisher grants Invisibility
Echo of StarvationVoid Breach or Orb pickup grants Devour
Echo of Dilationcrouched: faster sneak + enhanced radar
Why it works (the mechanics)
Invisibility and DR cover each other's blind spots. Going invisible drops you from enemy targeting entirely; Beyond The Veil layers 50% damage resistance (Resist x4, PvE) on top for the hits that still land — AoE, stomps, splash. That double safety layer is why this is the revive-fetch and objective-carry build in Grandmasters. (Note: the DR does not apply while in Super.)
Cloaking allies is your melee battery. Every teammate you make invisible refunds melee energy, so a three-person smoke returns a large chunk at once. With two Smoke Bomb charges plus Gambler's Dodge and Vanishing Step, the loop approaches "team invis on demand" — and your supply scales with how hard your team leans on you.
Deadfall is champion answer plus damage buff in one super. The Shadowshot anchor weakens and suppresses everything it tethers: suppress stuns Overload champions, and Weaken amplifies all incoming fireteam damage on the pack. That is team-wide value that costs you a super, not a weapon slot.
Trapper's Ambush turns the dive into a Devour engine. The air-move consumes class-ability energy to slam for impact damage — greatly increased if you have any Void status effect active — and defeating combatants with it grants Devour. Paired with Vanishing Step you still get the smoke-cloud-on-landing behaviour, so one input both cloaks and heals.
The fragments close the Void loop. Echo of Starvation converts a Void Breach or Orb pickup straight into Devour; Echo of Persistence stretches Invisibility, Overshield and Devour durations so those windows overlap; Echo of Obscurity turns finishers into free invisibility; Echo of Dilation makes crouched-invis movement fast with enhanced radar, so stealth time becomes objective time instead of hiding.
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:
Boots: Melee Kickstart ×2 — leans the smoke economy even harder when you spend a charge.
Arms: Momentum Transfer / Impact Induction — grenade hits feed melee, chaining into more cloaks.
Chest: resist mods matched to the GM burn (stacks with Omnioculus DR).
Class item: Utility Kickstart / Reaper — dodge energy back, orbs on Super cast.
Surge: Void Surge ×1–2 to match the Void primary and Deadfall.
Anti-Champion: subclass suppress (Deadfall + Snare) covers Overload; bring weapon mods for Barrier/Unstoppable (see below).
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.
Power From Pain grants Devour and spawns a Void Breach on rapid kills against weakened targets — and Deadfall weakens the whole pack, so this is the entire loop in one mod.
Total Carnage gives temporary damage resistance and health on finishing a powerful combatant — GM survival for the revive-fetch role, stacking with invis DR.
Void Renewal makes Devour-active Void weapon kills generate Void Breaches and rewards picking them up with reload/handling, closing the Breach→Devour loop.
Curative Orbs turns your first shield break into an Orb of Power for the team and heals you on elemental/Orb/Tangle pickups — Charge economy plus sustain.
Debilitating Wave makes finishers emit an elemental wave; with a Void Super equipped it applies Weaken, and this is a finisher-heavy stealth build, so it re-Weakens for free.
Supernova turns a picked-up Void Breach into a large weakening pulse on your next Void damage — a Breach→Weaken capstone that re-feeds Power From Pain.
Old God's Rite rains seeking projectiles from post-Breach Void damage, adding hands-free add-clear to the same Breach economy.
Where it shines
Grandmaster Nightfalls and Master raids/dungeons: the build is built around keeping a fireteam alive through burns, stomps and revive contests, not around personal DPS.
Endgame add-density content: Deadfall lockdown + Devour + Old God's Rite seekers clear packs while everyone stays cloaked.
Objective carries: Echo of Dilation makes cloaked movement fast with enhanced radar, so stealth windows become plate holds, deposits and revives.
Champion coverage: Deadfall tether + Snare Bomb suppress break Overload intrinsically. The artifact takes no anti-champion mod, so bring weapon mods (or breaker weapons) for Barrier and Unstoppable — e.g. an Unstoppable primary and an Anti-Barrier scout/HC.
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)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
Chest (5/10)
Void Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (7/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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 (5/10)
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.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: Deadfall. - **Anti-Champion:** subclass suppress (Deadfall + Snare) covers Overload; bring weapon mods for Barrier/Unstoppable (see below).