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Void

Soul Tax — Shadowshot: Deadfall (Void Hunter)

Debuff battery and orb engine with wallhack precision setup — dual-exotic with Wish-Ender
Orpheus Rig on light.gg

Centerpiece: Orpheus Rig (Legs) · Subclass: Nightstalker · Role: Debuff battery and orb engine with wallhack precision setup — dual-exotic with Wish-Ender Sandbox: 9.7.0 · Updated 2026-07-03

Tether a pack around a corner, then aim Wish-Ender and delete the suppressed, weakened crowd through the wall with piercing precision arrows. Orpheus hands most of Deadfall back per cast, every weakened kill spits an Orb and a Void Breach, and the bow pays for a whole champion type for free. You are a debuff battery that never runs dry — the Super that sets it all up refunds itself off the pack it just tethered.

The exotic

Uncanny Arrows: Provides ability energy for each target tethered by Deadfall anchors. Moebius Quiver has an additional shot.

Queen's Wrath: While aiming down sights with a fully drawn Bow, combatants behind walls are highlighted and arrows pierce shields. Strong against [Shield-Piercing] Barrier Champions.

This is a legal dual-exotic pairing (one armour + one weapon). Orpheus Rig is not an orb maker — it is a Super/ability battery: each enemy caught by a Deadfall anchor refunds ability energy, up to a 50% Super cap plus 10% grenade/melee/class per target (Clarity), and Moebius Quiver gains an extra volley and +4 s. Cast Deadfall into a dense pack and most of the Super comes straight back, so the 35% weaken barely lapses. Wish-Ender is the trigger: aiming down sights while fully drawn grants Truesight — combatants light up through cover — and arrows pierce shields and walls. It is intrinsically Anti-Barrier and, critically, a Kinetic Primary — it rides Kinetic surges and siphons, not Void Volatile.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The tether/weaken/invis toolkit Orpheus and every Echo fragment key off.
SuperShadowshot: DeadfallWeaken + suppress + groups the pack — the debuff the whole build leans on and the thing Orpheus refunds.
Class abilityMarksman's DodgeInstantly reloads Wish-Ender (bows live and die on the redraw); flex to Gambler's for faster Smoke.
MovementTriple JumpExtra mid-air correction to reposition for a fresh draw angle after the tether lands; pure flex.
MeleeSnare Bomb (Smoke)9.7.0 default invis for you and allies; the weaken cloud feeds On the Prowl and Echo of Harvest.
GrenadeVortexLingering Void damage sitting on the grouped, tethered pack; flex.
Aspect 1On the ProwlMarks a nearby priority target (and on entering invis) — the marking half of the wallhack identity; defeating marks drops a weakening smoke that re-cloaks you.
Aspect 2Stylish ExecutionerDefeating any debuffed target (everything tethered is weakened) grants invis + Truesight, chaining the bow's wallhack; the next melee while invis weakens.
FragmentsHarvest · Starvation · Domineering · ReprisalTurn the tether's weaken into Orbs, Breaches, Devour, free reloads and Super energy.
Exotic armourOrpheus Rig (Legs)Refunds up to 50% Super plus 10% each ability per tethered enemy — the battery.
WeaponsWish-Ender · Void special GL · flex heavyBow = wallhack precision + Barrier; GL = Unstoppable + breach support; heavy = boss DPS.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Class → Weapons. Super 200 is the engine — it sets the Deadfall floor Orpheus then refunds; Class returns Marksman's Dodge fast for bow reloads and invis support; Weapons buys raw bow damage. Archetype lean: Paragon (Super) for the primary piece, Powerhouse (Weapons/Super) to bridge, Specialist (Class) for the dodge.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Void/weaken/breach artifact, tuned here for orbs plus champions.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Ashes to Assets 3eGain bonus Super energy on grenade kills.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Kinetic Siphon 1eRapid Kinetic weapon final blows create an Orb of Power.
Arms (6/10)Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Void Resistance 1e fillReduces incoming Void damage from combatants.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: Unstoppable is artifact Kinetic Impacts.