You are never on the enemy's radar. You tag a target, kill it, vanish, and walk through the fight seeing everyone through the walls — then do it again from an angle nobody covered. Graviton Forfeit stretches every one of those invisibility windows and pumps your abilities back while you're gone, so the shadow state is your default state, not a panic button.
The exotic
Vanishing Shadow: Increases the duration of any invisibility effects. When you gain invisibility, your grenade, melee and class abilities recharge faster. At maximum stacks, you gain a Void Overshield as well.
Void Invisibility lasts 2 seconds longer. Entering Void Invisibility grants one stack of "Vanishing Shadow" for 7 seconds. Vanishing Shadow's timer does not decrease while Invisible. Vanishing Shadow stacks up to 3 times. Additional stacks can only be gained after exiting Invisibility. Each stack grants improved base ability regeneration: Class Ability 67%|133%|200%, Grenade 166%|333%|500%, Melee 166%|333%|500%. Reaching x3 (or gaining invisibility at x3) grants a 15 HP Void Overshield for 7 seconds (10 with Echo of Persistence).
Graviton Forfeit turns invisibility from an escape into an economy. Every time you vanish — from a finisher, from Stylish Executioner, from Smoke Bomb — you get +2 seconds of stealth and a stacking recharge buff that, at x3, pours ability energy back at up to 200% (class) and 500% (grenade/melee) the base rate. Because this build re-triggers invisibility constantly, you live near x3, so your Smoke Bomb, Phantom Surge and Dodge are almost always available the instant you reappear. At x3 you also carry a rolling 15 HP Void Overshield, layered on top of Devour, so the roam is protected without ever spending a resistance percentage — you simply were not a valid target.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The invisibility + Weaken + Void Breach kit every piece of this build feeds off.
Super
Spectral Blades
Invisible roaming knife Super; heavy attack from stealth hits hardest and Stylish keeps the chain alive after it ends.
Class ability
Gambler's Dodge
Dodging near an enemy fully refunds your melee, re-arming Phantom Surge on demand.
Movement
Triple Jump
Extra mid-air redirects to reach flanks and break line of sight; swap freely to taste.
Melee
Phantom Surge (NEW 9.7.0)
Dash-through slash that phases through units, grants Void Overshield per target hit, refunds on kill, and hits hardest against Void-debuffed / On-the-Prowl-marked enemies.
Grenade
Vortex Grenade
Lingering Void damage to soften packs and feed the Void-Breach/Devour economy alongside your smoke and marks.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invisibility + Truesight; the engine that makes killing and hiding the same action.
Aspect 2
On the Prowl
Periodically marks a priority target (and immediately on going invisible); marked kills drop weakening invis-smoke and take huge Phantom Surge damage.
Fragments
Persistence / Starvation / Obscurity / Dilation
Longer invis + Overshield, Devour off pickups, finisher invis, and the crouch-sneak assassin radar.
Exotic armour
Graviton Forfeit (Helmet)
Extends every invis window and recharges abilities while you're gone — always on because the whole build is invisibility.
Weapons
Void primary (Repulsor Brace + Destabilizing) or Graviton Lance; special + heavy to taste
The Void primary spreads Volatile and hands you an overshield on kill, doubling the debuff and Void-Breach economy; Graviton Lance is the exotic alternative.
Fragments
Echo of PersistenceVoid buffs — Invisibility, Overshield, Devour — last longer
Echo of Starvationpicking up a Void Breach or Orb grants Devour
Echo of Obscurityfinisher final blows grant Invisibility
Echo of Dilationcrouched: sneak faster + enhanced radar; +10 Weapons, +10 Super
Why it works (the mechanics)
Invisibility beats resistance because it deletes the interaction. While invisible you drop out of enemy target selection entirely — no incoming damage to resist. Stylish Executioner makes reaching that state a kill reward, so pushing forward and playing safe become one motion instead of a trade-off.
The chain has a rule, and the rule is the skill. Stylish only re-procs on kills against a target with any elemental debuff. So you constantly tag first — On the Prowl's marks and their weakening smoke, Smoke Bomb, Vortex, Destabilizing's Volatile — then swing. Managing that tag-before-kill cadence is what carries the loop.
Graviton Forfeit closes the ability economy. Each vanish stacks Vanishing Shadow; at x3 melee and grenade recharge at up to 500% base rate and class at 200%, and Echo of Persistence holds the stacks and the 15 HP Overshield longer. Because Stylish/Obscurity/Smoke re-trigger invis on a short cycle, you rarely fall below x3 mid-fight, so Phantom Surge and Smoke are back almost instantly.
Phantom Surge inverts melee risk. Its overshield scales with the number of targets the dash passes through, so charging a pack of five is safer than lunging at one, and the kill-refund makes it near-loop in trash. Against a marked target it also lands its big bonus damage, turning the melee into single-target burst.
Devour is the survivability floor under the Overshield. Echo of Starvation grants Devour from any Void Breach or Orb pickup, and the artifact's Power From Pain / Void Renewal manufacture Void Breaches off weakened kills and Void weapon fire. Full-heal-on-kill plus the rolling Graviton overshield means you tank almost nothing directly.
Truesight is wallhack-grade information. Stylish grants Truesight with the invisibility, so during every stealth window you see targets through walls — you reposition and pre-aim from cover, which is why the build plays far stronger than its paper melee damage: you spend near-zero time exposed.
Stats & mods
Melee 200 → Class → Health. Lean Skirmisher (Melee / Weapons) so Phantom Surge and your knives come back fastest; Reaver (Class / Melee) is the alternative if you want Dodge up even more often for the melee refund.
Mods:
Boots: Utility Kickstart — accelerates Gambler's Dodge so the melee-refund is always ready.
Arms: Heavy Handed + Melee Kickstart — orb generation and chunked melee energy on melee kills to reinforce the Phantom Surge loop.
Chest: Void resist / general resist mods to blunt the rare hits that land between invis windows.
Class item: Utility Kickstart (or Time Dilation) — more Dodge uptime and longer Armor Charge windows.
Surge: Void Surge — boosts your Void weapon damage to match the subclass and Volatile economy.
Anti-Champion: lean on Void suppression (Smoke Bomb / tether) for Overload; bring weapon-based stuns for Barrier and Unstoppable (see Champion coverage).
Artifact — Slayer Baron Apothecary Satchel
Your marks, smokes and grenades keep everything Weakened, so this Void column converts that weaken-spam into a self-feeding Devour + Void Breach engine and covers Overload through suppression.
Power From Pain is the core loop: rapid final blows on weakened targets grant Devour and create a Void Breach, feeding both Echo of Starvation and Void Renewal.
Total Carnage hardens the roam — finishing a powerful combatant gives damage resistance and replenishes health, a survivability spike on top of the overshield.
Void Renewal keeps Void Breaches flowing while Devour is up, so your Void primary sustains the pickups that refresh Devour and reload your gear.
Curative Orbs turns your Repulsor Brace / Destabilizing shield-breaks into Orbs of Power, which Echo of Starvation then converts back into Devour.
Debilitating Wave re-arms the whole engine on a finisher: the Void wave applies Weaken, so any finisher instantly makes nearby targets Stylish-legal again.
Supernova makes each Void Breach pickup load a large weakening pulse into your next Void damage — mass Weaken that both feeds Power From Pain and softens packs.
Old God's Rite adds passive add-clear: after a Void Breach pickup, Void weapon fire rains seeking projectiles.
Where it shines
Master/GM add-clear and roaming content — permanent invisibility + Truesight + Devour is one of the safest ways to hold and reposition through dense rooms.
Solo and low-team content — the loop is self-sufficient, needs no team buffs, and On the Prowl / Smoke Bomb pass invisibility to allies for free when you do have a fireteam.
Objective and revive plays — vanishing on demand makes contested captures and clutch res attempts trivially safe.
Champion coverage: Void suppression from Smoke Bomb and tether stuns Overload intrinsically. This 2/3/2 carries no anti-Barrier or anti-Unstoppable mod, so bring weapon-based stuns for those two (or slot the artifact's Unstoppable champion mod, Kinetic Impacts, when the activity demands).
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1e
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
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 (7/10)
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 Surge3efill
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (9/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Time Dilation3e
Your decaying Armor Charge has a longer duration.
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: Volatile economy. - **Anti-Champion:** lean on Void suppression (Smoke Bomb / tether) for Overload; bring weapon-based stuns for Barrier; Unstoppable (see Champion coverage).