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
Slot
Pick
Why
Super
Shadowshot: Deadfall
Tether: 35% 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 if you want Smoke back faster.
Melee
Snare Bomb (Smoke)
9.7.0: invis to you + allies by default; weaken cloud feeds On the Prowl and Echo of Harvest.
Grenade
Vortex
Lingering Void damage on the grouped tether pack; flex.
Aspect 1
On the Prowl
Marks 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 2
Stylish Executioner
Defeating 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
Echo of Harvestweakened kills → Orb of Power + Void Breach — the orb engine off the tether
Echo of StarvationOrb/Breach pickup → Devour; the flood makes it permanent, −10 Class
Echo of Domineeringafter suppressing → weapon stat + reload from reserves — the tether/Smoke suppress reloads and buffs Wish-Ender
Echo of Reprisalfinal blows while surrounded → Super energy — stacks with Orpheus to cycle Deadfall
Dual-exotic (one armour + one weapon is legal). Orpheus Rig (Uncanny Arrows): Deadfall returns ability energy per enemy tethered — up 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)
Orpheus is a Super/ability battery, not a direct orb maker. The manifest text is explicit: it returns ability energy per tether (≤50% Super, 10% to each ability), not orbs. In add-dense rooms one Deadfall practically refunds itself → near-permanent 35% weaken uptime.
The orb flood comes from the weaken, not the legs. The tether weakens the whole pack, so Echo of Harvest turns every bow kill into an Orb + a Void Breach, Kinetic Siphon (helmet) adds orbs off rapid Wish-Ender kills, and Curative Orbs (artifact) tops it from shield breaks. That stacked orb output — fed back into your team and into Echo of Starvation — is the real "battery."
Wallhack precision is the setup, not a tether-only bonus. Truesight reveals the suppressed pack through cover and the arrow pierces walls/shields, so you pre-tether around a corner and clear the room you can't even see. Wish-Ender's bonus damage is its own (Anti-Taken Fletching: +10% vs Taken, +25% vs Witherhoard-blighted; catalyst One for All: hit 3 separate targets → damage buff) — it is not keyed to the tether.
Debuff stacks on a sitting target. 35% weaken (tether) + a Supernova weakening pulse + Echo of Domineering (post-suppress weapon buff + free reload) means the bow draws on a weakened, suppressed, fully-revealed target for outsized precision damage.
Devour closes survival. Harvest + Curative + Void Renewal flood Breaches and Orbs; Echo of Starvation converts the pickups to Devour, so health and grenade refunds ride the same inputs as the orbs.
Weapons
Kinetic: Wish-Ender (Exotic Combat Bow) — the wallhack precision tool + the build's Anti-Barrier source. ADS-draw for Truesight before every engagement; pierce shields.
Energy: a Void Grenade Launcher (special) — the champion + breach support. Powers the artifact's Kinetic Impacts (Unstoppable), Weakened Clear (reloads your stowed bow + weakens on shield/champion hits), and Void Renewal (Devour-active Void kills → Void Breaches). Any Void special GL with a wave/area frame works.
Power: Flex — bring a real boss-DPS heavy; the bow + GL carry add clear and champions, not damage phases. A Void heavy keeps the Devour-breach loop fed but isn't required.
Champions:Barrier — Wish-Ender intrinsic (verified, weapon_facts). Overload — tether/Smoke suppress shuts down Overload behaviour. Unstoppable — Kinetic Impacts off the GL. Full coverage with no champion mod tax on the bow.
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)
Piece
Mod · cost
What it does
Helmet (7/10)
Kinetic Siphon1e
Rapid Kinetic weapon final blows create an Orb of Power.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Ashes to Assets3e
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 (5/10)
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.
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 (4/10)
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.
Bomber1efill
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). 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 It — Curative Orbs + Weakened Clear + Void Renewal — Supernova + Kinetic Impacts
The Void/weaken/breach artifact, tuned here for orbs + champions.
Tier 1:Power From Pain (rapid final blows vs weakened → Devour + a Void Breach — the tether weakens the whole pack) — The Thick Of It (rapid final blows while surrounded → Armor Charge, i.e. exactly inside the grouped tether — feeds Ashes/charge mods)
Tier 2:Curative Orbs (first shield break → Orb, stacking the orb battery) — Weakened Clear (the GL reloads your stowed Wish-Ender and weakens on shield/champion damage — keeps the bow topped between draws) — Void Renewal (Devour-active Void GL kills → Void Breaches that reload GLs)
Tier 3:Supernova (pick up a Void Breach → next Void hit fires a large weakening pulse, layering the team debuff) — Kinetic Impacts (GL sustained damage → Unstoppable shockwave — the one champion type the kit doesn't already cover)
Barrier is the bow, Overload is the tether, Unstoppable is here.
Loop
Pre-place Deadfall on the densest pack — around a corner if you can: 35% weaken + suppress + grouped. Orpheus hands back up to 50% Super on the cast.
ADS Wish-Ender (Truesight) → the suppressed pack lights up through the wall; piercing precision arrows delete it. Weakened kills → Echo of Harvest Orbs + Void Breaches; rapid kills → Kinetic Siphon orbs.
Bank the pickups: Powerful Attraction/Reaper vacuum the orbs on your dodge; Echo of Starvation turns Orbs/Breaches into Devour; Supernova arms a weakening pulse.
Top the Super: orbs + Echo of Reprisal (surrounded) + the Orpheus refund → Deadfall is back almost immediately. Domineering reloaded the bow off the suppress.
Champions: GL into a Champion/shield → Kinetic Impacts stuns Unstoppable, Weakened Clear reloads the stowed bow and weakens; the bow handles Barrier; suppress handles Overload. Re-tether, repeat.
Notes
Premise adapted — orbs: Orpheus Rig returns ability/Super energy (Clarity: ≤50% Super + 10% grenade/melee/class per tether), not orbs directly. The "orb flood" is Echo of Harvest + Kinetic Siphon + Curative Orbs off the tether's weaken — re-cast the thesis around the weaken, not the legs.
Premise adapted — element: Wish-Ender is Kinetic (Primary, intrinsic Anti-Barrier — verified, weapon_facts), not the Void bow the brief assumed. It takes Kinetic surges/siphons; it does not carry Void Volatile, and Void Renewal procs off the Void GL, not the bow.
Premise adapted — "bonus damage on tethered foes": Queen's Wrath grants no tether-specific damage. It is Truesight (Clarity: 64 m, 3 s or until leaving ADS) + shield/wall pierce + Anti-Barrier. The bow's bonus damage is Anti-Taken Fletching (+10% Taken / +25% Witherhoard-blighted) and the catalyst One for All (3 separate targets → damage buff) — independent of the tether.
Clarity numbers: Broadhead — arrow deals 3 damage instances (main arrow ~125–129, can crit). Orpheus Uncanny Arrows — ≤50% Super + 10% each ability per tether; Moebius Quiver +1 volley, +4 s (16→20 s).
Verify in-game: Deadfall's exact weaken % (35% per 9.7.0 wording — confirm per manifest), and that your chosen Void GL's frame actually procs Weakened Clear / Kinetic Impacts reliably (sustained-damage / shield-break conditions).