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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The Weaken/invis toolkit Khepri's and the whole loop are built around.
Super
Shadowshot: Deadfall
Anchoring tether that suppresses and weakens a whole pack — the team debuff and the loop's mass igniter.
Class ability
Gambler's Dodge
Dodging near enemies refunds melee energy — a redundant charge for the weaken-melee.
Movement
Triple Jump
Air control to reposition between packs and line up melee approaches.
Melee
Void melee (weaken-seeking)
The melee this build cashes on weakened targets; kills feed Khepri's refund and overshield.
Grenade
Magnetic Grenade
Attaches and double-detonates; with Undermining it is a precise Weaken delivery for a champion or priority.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invisibility and Truesight — free safety off every weakened kill.
Aspect 2
On the Prowl
Periodically marks a priority target, and entering invisibility immediately marks one — a second buff/mark engine that chains off Stylish.
Turn Weaken into orbs, breaches, Devour, grenade energy and Super energy.
Exotic armour
Khepri's Sting (Gauntlets)
Weakened kills refund Void melee and spray more weakening smoke — the loop's heart.
Weapons
A Void primary + a Strand weapon with Slice + a champion-capable Power
Multi-element on purpose: Void feeds the overshield loop, Strand feeds Woven Mail, Power covers champions.
Fragments
Echo of UnderminingVoid grenades weaken targets
Echo of Harvestweakened kills create an Orb of Power and a Void Breach
Echo of Starvationpicking up a Void Breach or Orb grants Devour
Echo of Exchangemelee final blows grant grenade energy
Echo of Reprisalfinal blows while surrounded grant Super energy
Why it works (the mechanics)
Weaken is the keystone, and three independent sources keep it always up. Magnetic Grenade via Echo of Undermining ("Your Void grenades weaken targets"), Deadfall's tether, and Stylish Executioner's post-invis melee all apply it. Weaken is a damage-taken debuff, so it stacks on top of every weapon perk for the whole fireteam — the build is a team damage multiplier before it is anything else.
Khepri's closes the melee loop with no cooldown of its own. A weakened kill refunds Void melee energy and drops a weakening smoke burst, so the exact melee that wants weakened targets is paid for by killing weakened targets, and the burst pre-weakens the next target for it. Self-propagating as long as bodies keep dropping.
The invis-to-mark cycle feeds itself. Stylish Executioner grants invisibility on any debuffed kill; entering invisibility instantly marks a target through On the Prowl; that marked target dies and grants invis again. Safety and target-priority share one engine, and On the Prowl's team mark feeds the whole fireteam.
One weakened kill pays every ability at once. A single weakened final blow: refunds melee (Khepri's), feeds grenade (Echo of Exchange's melee-kill grant), feeds Super if surrounded (Echo of Reprisal), and spawns both an Orb of Power and a Void Breach (Echo of Harvest) which convert to Devour (Echo of Starvation). Guns and abilities stay balanced because the gunplay is the ability battery.
Survivability is four overlapping layers before the artifact speaks. Void Overshield from the melee/weaken loop, Devour from Starvation, Invisibility from Stylish plus On the Prowl, and Truesight run concurrently — the build almost never drops below one active mitigation source.
The Turncoat artifact then stacks three more elements' defence on Void. Void Overshield regenerating off gunfire (Volatile Marksman into Maligned Harvest), Woven Mail from the Strand loop (To Shreds), and Amplified from stunning champions (Defibrillating Blast into Flashover) all run at once — which is why it shrugs off −30/−40 content, and why the champion that would wall a normal build is this build's Amplified button.
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:
Boots: Void Weapon Surge ×2 (straight damage onto the Turncoat Void gun) · Orbs of Restoration (orb pickup tops the least-charged ability).
Arms: Grenade Font + Melee Font (drive both ability stats) · Fastball (lands the Magnetic weaken where you want it).
Chest: Arc + Solar + Void Resistance (flat incoming-damage reduction under the overshield/Woven-Mail/Amplified stack).
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge's next kill spawns an extra Orb) · Class Font.
Surge: Void Weapon Surge ×2 — surging Void keeps the primary that drives Volatile Marksman doing the most damage.
Anti-Champion: Champion stun is intrinsic to weapon archetypes now (Anti-Champion 2.0) — bring frames covering Barrier/Unstoppable; Deadfall's suppress handles Overload behaviour and ability-spam elites.
Volatile Marksman grants Volatile Rounds on rapid Void precision hits/kills, and its Volatile detonations grant class ability energy — the ignition for the Void half and free dodge charge.
Maligned Harvest makes rapidly applying Volatile emit a weakening burst on your next Void weapon hit, and applying that Weaken grants a small Void Overshield — so normal gunfire regenerates the overshield and sprays one more Weaken feed for Khepri's and Harvest.
To Shreds unravels severed targets and creates a Woven Mail hotspot on the kill — pair a Strand weapon with Slice and Woven Mail (~30% DR) stays up for nearly free.
Unraveling Orbs grants Strand weapons Unraveling Rounds on Orb pickup, re-arming the unravel that To Shreds needs — and this build floods orbs, so it is always live.
Horde Shuttle spawns Threadlings off damaged unravelled targets, whose sever chains straight back into To Shreds for chip damage and more Woven Mail.
Defibrillating Blast grants max Bolt Charge, a heal, and a jolt when you stun a champion; Flashover turns that max Bolt Charge into Amplified — so stunning a champion is an instant DR-plus-heal button instead of a threat.
Where it shines
Endgame survival content (−30/−40 Grandmaster-tier, Nightfalls) — four elements' DR running at once is exactly what hard modifiers demand.
Add-dense encounters where the weaken-kill loop and On the Prowl's team marks turn a pack into an orb/energy fountain for the fireteam.
Team-play damage windows — Deadfall's suppress-and-weaken plus the constant weakening smoke makes every weapon in the fireteam hit harder into the debuffed pack.
Champion coverage: the build breaks no champion type intrinsically — stun comes from your weapon archetypes (Anti-Champion 2.0), and stunning a champion is what ignites Defibrillating Blast → Flashover. Bring frames covering Barrier and Unstoppable; Deadfall's suppress handles Overload behaviour.
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.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
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 Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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: ability-spam elites.