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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The tether/weaken/invis toolkit Orpheus and every Echo fragment key off.
Super
Shadowshot: Deadfall
Weaken + suppress + groups the pack — the debuff the whole build leans on and the thing Orpheus refunds.
Class ability
Marksman's Dodge
Instantly reloads Wish-Ender (bows live and die on the redraw); flex to Gambler's for faster Smoke.
Movement
Triple Jump
Extra mid-air correction to reposition for a fresh draw angle after the tether lands; pure flex.
Melee
Snare Bomb (Smoke)
9.7.0 default invis for you and allies; the weaken cloud feeds On the Prowl and Echo of Harvest.
Grenade
Vortex
Lingering Void damage sitting on the grouped, tethered pack; flex.
Aspect 1
On the Prowl
Marks 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 2
Stylish Executioner
Defeating any debuffed target (everything tethered is weakened) grants invis + Truesight, chaining the bow's wallhack; the next melee while invis weakens.
Fragments
Harvest · Starvation · Domineering · Reprisal
Turn the tether's weaken into Orbs, Breaches, Devour, free reloads and Super energy.
Exotic armour
Orpheus Rig (Legs)
Refunds up to 50% Super plus 10% each ability per tethered enemy — the battery.
Weapons
Wish-Ender · Void special GL · flex heavy
Bow = wallhack precision + Barrier; GL = Unstoppable + breach support; heavy = boss DPS.
Fragments
Echo of Harvestweakened kills create an Orb of Power + a Void Breach — the orb engine off the tether
Echo of Starvationpicking up an Orb/Breach grants Devour — the flood makes it permanent, −10 Class
Echo of Domineeringafter suppressing, weapon stat boost + reload from reserves — the tether/Smoke suppress buffs and reloads Wish-Ender
Echo of Reprisalfinal blows while surrounded grant Super energy — stacks with Orpheus to cycle Deadfall
Why it works (the mechanics)
Orpheus is a Super/ability battery, not a direct orb maker. The intrinsic is explicit: it returns ability energy per tethered enemy — capped at 50% Super plus 10% to each ability (Clarity), never orbs. In an add-dense room one Deadfall practically refunds its own Super, so the 35% weaken and suppress stay up near-permanently and the debuff floor never drops.
The orb flood comes from the weaken, not the legs. Because the tether weakens the whole pack, Echo of Harvest turns every bow kill into an Orb of Power and a Void Breach, Kinetic Siphon (helmet) adds orbs off rapid Wish-Ender kills, and Curative Orbs (artifact) tops it from the first shield break. That stacked orb output — vacuumed on your dodge and fed into Echo of Starvation — is the real battery your team drinks from.
Wallhack precision is the setup, not a tether bonus. Truesight (from Wish-Ender's Queen's Wrath, and again from Stylish Executioner) reveals the suppressed pack through cover, and the arrow pierces walls and shields — so you pre-tether around a corner and clear a room you cannot even see. The bow's bonus damage is its own (catalyst One for All: hit three separate targets to buff damage), independent of the tether.
The debuff stacks on a sitting target. 35% weaken from the tether, a weakening pulse from Supernova, and Echo of Domineering's post-suppress weapon buff and free reload all land on the same frozen-in-place pack, so each precision arrow draws on a weakened, suppressed, fully-revealed target for outsized damage.
Devour closes survival on the same inputs. Harvest and Curative Orbs flood Breaches and Orbs; Echo of Starvation converts every pickup to Devour, so health and grenade refunds ride the exact same weaken-kill loop that powers the orbs — no separate survival input needed.
The Super pays for itself. Orbs (from Harvest/Siphon/Curative) plus Echo of Reprisal while surrounded plus the Orpheus refund all pour Super energy back in, so Deadfall returns almost immediately after the pack it tethered dies — a closed weaken → kill → orb → Super loop.
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:
Boots: Kinetic Weapon Surge ×2 — raw Wish-Ender damage (the bow is Kinetic, not Void).
Arms: Ashes to Assets ×2 — ability final blows top up the Deadfall Super floor.
Chest: Concussive Dampener + an elemental resist — you stand still to draw the bow.
Class item: Reaper + Powerful Attraction — an orb on the first dodge kill, then vacuum every orb the weaken drops.
Surge: Kinetic Weapon Surge — matches Wish-Ender's Kinetic damage; do not run Void surge here.
Anti-Champion: none on armour — Barrier is the bow intrinsic, Unstoppable is artifact Kinetic Impacts, Overload is the tether/Smoke suppress (helmet runs Kinetic Siphon for orbs instead of a champion mod).
Artifact — Slayer Baron Apothecary Satchel
The Void/weaken/breach artifact, tuned here for orbs plus champions.
Power From Pain turns rapid final blows against weakened combatants into Devour plus a Void Breach — and the tether weakens the whole pack, so this fires constantly.
The Thick Of It grants Armor Charge from rapid final blows while surrounded, i.e. exactly inside the grouped tether, feeding Ashes and charge mods.
Curative Orbs creates an Orb on your first shield break each engagement, stacking the orb battery and healing on Orb/Tangle pickups.
Weakened Clear lets the GL reload your stowed Wish-Ender and weaken on shield/champion/boss damage — it keeps the bow topped between draws.
Void Renewal gives Devour-active Void GL final blows a chance to spawn Void Breaches that reload GLs — the loop that keeps the special fed.
Supernova turns a picked-up Void Breach into a large weakening pulse on your next Void hit, layering the team debuff on top of the tether.
Kinetic Impacts makes sustained GL damage trigger an Unstoppable-stunning Kinetic shockwave — the one champion type the rest of the kit does not already cover.
Where it shines
Endgame add clear and control — pre-tethering around corners with Truesight is a wallhack answer to tight, add-dense GM and dungeon rooms you cannot safely peek.
Team support — the orb flood plus a permanent 35% weaken on the priority target makes this a battery-and-debuff role, not a solo DPS role; bring a real heavy for damage phases.
Champion coverage: Barrier is broken intrinsically by Wish-Ender; Overload is handled by the tether/Smoke suppress; Unstoppable comes from the artifact's Kinetic Impacts on the Void GL. Full coverage with no champion-mod tax on armour — just bring a Void special GL to source the Unstoppable and breach support.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Kinetic Siphon1e
Rapid Kinetic weapon final blows create an Orb of Power.
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 (7/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your 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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically 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.