← Back
Void

Turncoat — Khepri's Sting (Void Hunter)

Every-verb Void engine — melee/weaken loop plus Deadfall debuff control
Khepri's Sting on light.gg
Your gear best achievable Class 145 / 130 target — gear ready
Health 25 · Melee 16 · Grenade 46 · Super 28 · Class 145 · Weapons 103 · armour only; stat mods + fragments add more

Centerpiece: Khepri's Sting (Gauntlets) · Subclass: Nightstalker · Role: Every-verb Void engine — melee/weaken loop plus Deadfall debuff control Sandbox: 9.7.0 · Updated 2026-07-03

A Void Hunter that "turns its coat" and runs every element's defensive verb at once — Void Overshield, Woven Mail, Amplified, Devour — without ever leaving Void. The subclass manufactures Weaken; the melee cashes weakened targets for overshield and refunds; Khepri's sprays more weaken and pays the melee back; the artifact bolts three other elements' survivability on top. Half perfect gunplay, half ability spam, and both are paid for off the same kills.

The exotic

Khepri's Sting (Gauntlets) — Touch of Venom: Defeating a weakened target releases a burst of weakening smoke and refunds Void melee ability energy.

Khepri's turns Weaken into a melee-economy engine: any weakened target you kill both refunds Void melee energy and drops a fresh weakening smoke cloud, so the debuff that fed the last kill is already seeded on the next pack. That closes a self-propagating loop — weaken, kill, refund, re-weaken — with no cooldown of the exotic's own. The Weaken supply comes from the whole subclass (Undermining grenades, Deadfall's tether, Stylish Executioner's post-invis melee), so the exotic is never starved for a trigger. The result is near-constant melee uptime layered on top of a weakened battlefield that also amplifies every weapon in the fireteam, since Weaken is a damage-taken debuff that stacks with weapon perks.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The Weaken/invis toolkit Khepri's and the whole loop are built around.
SuperShadowshot: DeadfallAnchoring tether that suppresses and weakens a whole pack — the team debuff and the loop's mass igniter.
Class abilityGambler's DodgeDodging near enemies refunds melee energy — a redundant charge for the weaken-melee.
MovementTriple JumpAir control to reposition between packs and line up melee approaches.
MeleeVoid melee (weaken-seeking)The melee this build cashes on weakened targets; kills feed Khepri's refund and overshield.
GrenadeMagnetic GrenadeAttaches and double-detonates; with Undermining it is a precise Weaken delivery for a champion or priority.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target grants invisibility and Truesight — free safety off every weakened kill.
Aspect 2On the ProwlPeriodically marks a priority target, and entering invisibility immediately marks one — a second buff/mark engine that chains off Stylish.
FragmentsUndermining · Harvest · Starvation · Exchange · ReprisalTurn Weaken into orbs, breaches, Devour, grenade energy and Super energy.
Exotic armourKhepri's Sting (Gauntlets)Weakened kills refund Void melee and spray more weakening smoke — the loop's heart.
WeaponsA Void primary + a Strand weapon with Slice + a champion-capable PowerMulti-element on purpose: Void feeds the overshield loop, Strand feeds Woven Mail, Power covers champions.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Weapons → Melee.

Ability-uptime archetype leaning gunplay: Class high to feed Gambler's refund plus a dodge overshield, Weapons pushed because the guns are what reload every ability, Melee to keep the weaken-melee cycling. Grenade sits mid for the Undermining weaken delivery, and Health is the deliberate dump stat — the build already runs four DR/heal layers (Void Overshield, Woven Mail, Amplified, Devour), so Health is the cheapest thing to trade for damage.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (7/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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: ability-spam elites.