Weaken engine / team-DPS support — Tractor Cannon dramatically weakens a whole pack, Khepri's turns every weakened kill into more weakening smoke + a refunded melee, and the fireteam feasts on the debuff
Anchor: Khepri's Sting · Subclass: Nightstalker (Void) · Role: Weaken engine / team-DPS support — Tractor Cannon dramatically weakens a whole pack, Khepri's turns every weakened kill into more weakening smoke + a refunded melee, and the fireteam feasts on the debuff Sandbox: 9.7.0 · Created 2026-06-24
Tractor Cannon doesn't kill so much as mark — one blast suppresses and dramatically weakens a whole cluster. Khepri's Sting pays you for finishing those weakened targets: a burst of weakening smoke and your melee back. So the shotgun weakens the room, your guns clean up the weakened, each kill re-weakens the survivors, and the whole fireteam's damage goes up while you do it. A debuff that refuses to wear off.
The pairing — why two exotics, not one
Khepri's Sting is the gauntlets, Tractor Cannon the Heavy — both Void, both all about Weaken:
Khepri's Sting makes defeating a weakened target release a weakening smoke burst and refund Void melee energy. It's a weaken multiplier — but it needs something to weaken the first target so the chain can start.
Tractor Cannon is that starter on tap: a Void Heavy shotgun whose blast suppresses + dramatically weakens everything it hits (≈30%+), and stuns Overload intrinsically. One pull primes a whole pack for Khepri's.
They meet on Weaken: Tractor weakens the cluster → you finish a weakened body → Khepri's smoke re-weakens the rest + hands back your melee → Snare Bomb weakens again → finish more → smoke again. The debuff field self-perpetuates, and every weakened target takes extra damage from you and the whole team.
Loadout
Slot
Pick
Why
Super
Shadowshot: Deadfall
The ultimate weaken: the tether suppresses + weakens an entire room and rains Orbs — the team-DPS centrepiece this build is built to enable.
Class ability
Gambler's Dodge
Refunds melee near enemies — a second feed on the Snare Bomb (Khepri's is the first), so the weakening smoke is always available.
Melee
Snare Bomb
Weakens on detonation — a thrown Khepri trigger and a Stylish/Harvest enabler; Khepri + Gambler's keep it nearly free.
Grenade
Vortex Grenade
Lingering Void AoE; with Echo of Undermining it weakens the whole zone — a third weaken source layered under the gun and smoke.
Aspect 1
Stylish Executioner
Defeating a weakened (or suppressed/volatile) target → invisibility + Truesight, and your next melee while invisible weakens. The Tractor-weakened kills are the trigger. 2 fragment slots.
Aspect 2
Trapper's Ambush
Quickfall dive → a smoke cloud that weakens enemies and turns nearby allies invisible — an AoE weaken and a team-safety button. 2 fragment slots.
Fragments (4)
Echo of UnderminingVoid grenades weaken — Vortex becomes a zone-wide Khepri trigger
Echo of Harvestweakened kills → Orb of Power + Void Breach — the economy
Echo of Starvationpicking up a Breach/Orb → Devour — turns the breach flood into full-heal-on-kill survivability
Echo of Leechingmelee final blows start healing for you and allies — team sustain to match the team buff
Exotic armour — Khepri's Sting (Gauntlets)
Touch of Venom: Defeating a weakened target releases a burst of weakening smoke and refunds Void melee ability energy.
A one-line engine: every weakened kill spreads the weaken and hands back your melee. Pair it with anything that weakens a crowd and it turns a single debuff into a permanent field — and Tractor Cannon weakens crowds better than anything in the game.
Repulsor Force:"This weapon emits a powerful impulse that pushes targets away, suppressing their abilities and dramatically weakening them. Strong against [Disruption] Overload Champions."
An 80-RPM Void Heavy shotgun that exists to debuff: one blast suppresses (cancels abilities — your Overload answer) and dramatically weakens a whole cluster, so they take big bonus damage from every source. It's the team's "press to double our DPS on that target" button, and the starter for Khepri's chain.
Why this works (the mechanics)
Tractor starts the chain, Khepri's never lets it end. Blast a pack → all weakened + suppressed → finish one → Khepri's smoke re-weakens the survivors + refunds your melee → Snare Bomb / Vortex weaken again. The weaken field is self-sustaining off the kills you were already making.
It's a force multiplier for the whole fireteam. Weakened targets take extra damage from everyone. Tractor + Deadfall blanket the room in weaken, so your teammates' (and your own) DPS spikes on every primed target — this is the build you bring to a boss/GM to make the team hit harder.
The economy snowballs. Weakened kills → Orbs + Void Breaches (Harvest); Breaches → Devour (Starvation) → full heal on kills; Deadfall + Reprisal-free Orb flood keep the Super coming for the next room-wide tether.
You're hard to kill while doing it. Trapper's Ambush + Stylish keep you invisible, Devour heals you to full on kills, and Echo of Leeching tops the team — a weakener that survives the front line.
Champions are covered. Tractor stuns Overload (suppression); Deadfall suppresses too; bring a Barrier/Unstoppable archetype frame on the Primary.
Weapons
Tractor Cannon (Void Heavy) — the weaken/suppress button + Overload.
Primary + Special: your actual killing weapons — finish the weakened targets to fire Khepri's. A Void pair keeps surges + the Void economy live; a precision frame covers Barrier.
Champions (Anti-Champion 2.0):Overload — Tractor suppression + Deadfall; Barrier + Unstoppable — archetype frames on Primary/Special.
Stats & archetypes
Priority: Class 150 → Health 100 → Weapons 100 → Super 60 → Grenade/Melee dump.
Class 150 — the dodge is the engine (Gambler's melee refund + invis under Vanishing-adjacent play + Trapper's reset); high uptime keeps the weaken + smoke flowing.
Health 100 — you fight on the front line marking targets; the floor under Devour + Leeching.
Weapons 100 — your Primary/Special do the finishing that triggers Khepri's, so they want throughput too.
Archetypes: Specialist (Class), Bulwark (Health), Gunner (Weapons), Reaver (Class/Melee). Mods: Class Font, Bomber + Distribution on the class item, Void Weapon Surge ×2, Void/Harmonic Siphon, Reaper.
Picks (2/3/2):Power From Pain + Total Carnage — Void Renewal + Debilitating Wave + Curative Orbs — Supernova + Old God's Rite The Void-Breach / Devour / weaken artifact — it amplifies every verb the build makes:
Power From Pain — rapid final blows on weakened targets grant Devour + a Void Breach. The whole room is weakened, so this is your Devour + Breach firehose.
Void Renewal — while Devour is active, Void weapon kills can make a Void Breach, and Breaches reload your Special/GL from reserves. Self-fuelling.
Debilitating Wave — finishers emit a weakening wave (Void Super equipped) — another AoE weaken, on the finishers Stylish wants you taking.
Supernova — picking up a Breach makes your next Void damage a weakening pulse — turns the Breach flood directly back into more weaken.
Old God's Rite — after a Breach, Void weapon damage rains seeking projectiles — extra AoE on your killing weapons.
Total Carnage / Curative Orbs — finishing powerfuls → DR + heal / shield-breaks → Orbs + health: survivability for the front line.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Harmonic Siphon1e
Rapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
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 (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 (9/10)
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 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.
Class Item (7/10)
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Bomber1e
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).
The loop
Tractor Cannon a pack → suppressed + dramatically weakened.
Finish a weakened target with your Primary/Special → Khepri's smoke re-weakens the survivors + refunds your melee → Snare Bomb / Vortex weaken again.
Weakened kills → Orbs + Breaches (Harvest/Power From Pain) → Devour (Starvation) → full heal; Stylish/Trapper's keep you invisible and the team safe.
Deadfall the boss-add wave or DPS window → the whole room weakened → the fireteam's damage spikes. Repeat; the weaken never lapses.