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Void

Soul Tax — Shadowshot: Deadfall (Void Hunter)

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

Anchor: Orpheus Rig · Subclass: Nightstalker · Role: Debuff battery + orb engine with wallhack precision setup — dual-exotic with Wish-Ender Sandbox: 9.7.0 · Built 2026-06-27

Tether a pack around a corner, then ADS Wish-Ender and delete the suppressed, weakened crowd through the wall with piercing precision arrows. Orpheus refunds most of Deadfall per cast (up to 50% Super off one big tether), Echo of Harvest turns every weakened kill into an Orb + a Void Breach, and the bow's intrinsic Anti-Barrier pays for a whole champion type for free.

Loadout

SlotPickWhy
SuperShadowshot: DeadfallTether: 35% weaken + 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 if you want Smoke back faster.
MeleeSnare Bomb (Smoke)9.7.0: invis to you + allies by default; weaken cloud feeds On the Prowl and Echo of Harvest.
GrenadeVortexLingering Void damage on the grouped tether pack; flex.
Aspect 1On the ProwlMarks a nearby priority target (and on entering invis) — the marking half of the wallhack identity; defeating marked targets drops a weakening smoke cloud that re-cloaks you.
Aspect 2Stylish ExecutionerDefeating any debuffed target (everything tethered is weakened) grants invis + Truesight — chains the same wallhack the bow gives, and the next melee while invis weakens.
Fragments

Exotic — Orpheus Rig (Legs) + Wish-Ender (Kinetic — verify slot)

Dual-exotic (one armour + one weapon is legal). Orpheus Rig (Uncanny Arrows): Deadfall returns ability energy per enemy tetheredup to 50% Super plus 10% grenade/melee/class per target (Clarity); Moebius Quiver gains an extra volley and +4 s. A dense tether hands most of your Super straight back. Wish-Ender (Queen's Wrath): intrinsically Anti-Barrier; ADS while fully drawn grants Truesight — combatants behind walls are highlighted out to 64 m for 3 s, and arrows pierce shields and walls. Broadhead makes each arrow deal three damage instances (the main arrow ~125–129 and can crit). It is a Kinetic Primary, so it rides Kinetic surges/siphons — not Void Volatile.

Why this works (the mechanics)

Weapons

Stats & archetypes

Super 200 → Class ~100 → Weapons. Super 200 is the engine — it sets the Deadfall floor that Orpheus then refunds. Class ~100 returns Marksman's Dodge fast (bow reloads + invis support). Weapons buys raw bow damage. Archetypes: Paragon (Super) / Colossus (Super/Health) for the primary, Powerhouse (Weapons/Super) to bridge, Specialist (Class) / Reaver (Class/Melee) for the dodge. Mods: Kinetic Siphon (helmet, orbs off the bow), Kinetic Weapon Surge ×2 (legs — bow damage), Ashes to Assets ×2, Reaper + Powerful Attraction (class item — orb on the dodge kill, vacuum orbs on dodge).

Set bonus (none required)

Runs on subclass + artifact alone. Nezarec's Nightmare is the natural garnish — 2pc Bad Dreams gives escalating Orb chance on kills vs subclass-debuffed targets (everything near your tether), stacking the orb output; 4pc adds finisher-Devour + DR. A free bonus if your stat rolls carry it, never the driver. (This is the distinguishing point from the single-anchor Black Hole Orpheus build, which leans Vanishing Step + Trapper's dive Devour — Soul Tax is the dual-exotic precision-bow variant.)

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Kinetic Siphon 1eRapid Kinetic weapon final blows create an Orb of Power.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
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 (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 (5/10)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.
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.
Class Item (4/10)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.
Bomber 1e fillReduces 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). Flex/loadout-dependent: orbs off the bow); vacuum orbs on dodge).

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2): Power From Pain + The Thick Of ItCurative Orbs + Weakened Clear + Void RenewalSupernova + Kinetic Impacts

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

Barrier is the bow, Overload is the tether, Unstoppable is here.

Loop

Notes