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Turncoat — Khepri's Sting (Void Hunter)

Anchor: Khepri's Sting · Subclass: Nightstalker · Role: Every-verb Void engine — Phantom Surge + Deadfall debuff control Sandbox: 9.7.0 · Created 2026-06-15

A Void Hunter that "turns its coat" and runs every element's verb at once — Void Overshield, Woven Mail, Amplified, Volatile, Unravel, Bolt Charge — without leaving Void. The subclass weakens; the new Phantom Surge melee nukes the weakened; Khepri's refunds the melee and spreads the weaken; the artifact bolts every other element's defensive buff on top. Half perfect gunplay, half ability spam, and it pays for both off the same kills.

Loadout

SlotPickWhy
SuperShadowshot: Deadfall35% weaken + suppress + groups the pack — the team debuff and the chain's igniter.
Class abilityGambler's DodgeMelee energy on dodge, scaled by the Melee stat (doubled near enemies) — redundant Phantom Surge charge.
MovementTriple JumpAir control to line up Phantom Surge dashes.
MeleePhantom Surge (new, 9.7.0)Dash-slash: bonus damage to Void-debuffed or On-the-Prowl-marked targets, Void Overshield per hit, kill → more overshield + melee refund.
GrenadeMagnetic GrenadeAttaches + double-detonates; with Undermining it's a precise weaken delivery for a champion/priority. (Scatter/Vortex if you want AoE weaken.)
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight; next melee while invis weakens.
Aspect 2On the ProwlMarks a priority target (and entering invis marks one); marked kills → team reload/stability + grenade, melee, class energy; priority kills make invis-granting weakening smoke.

Fragments (5/5): Echo of Undermining (Void grenades weaken — the source), Echo of Harvest (weakened kills → Orb of Power + Void Breach), Echo of Starvation (pick up breach/orb → Devour), Echo of Exchange (melee kills → grenade energy), Echo of Reprisal (kills while surrounded → Super energy).

Exotic — Khepri's Sting (Gauntlets)

Touch of Venom: Defeating a weakened target releases a burst of weakening smoke and refunds Void melee ability energy.

The detail that makes this build, not the Venom build: Khepri's refunds whatever Void melee you hold — it does not need Snare Bomb. Pair it with Phantom Surge and the exotic refunds the exact melee that wants weakened targets. Kill a weakened target → Phantom Surge energy back and a fresh weakening smoke burst that debuffs the next target Phantom Surge wants to hit.

Why this works (the mechanics)

The Turncoat layer — artifact: Tablet of Ruin (Episode: Heresy)

This is what earns the name. The Void core is self-sufficient; Tablet of Ruin bolts three other elements' verbs on top without leaving Void, and it's the best artifact for hard content (−30/−40 power, champions) because it turns a champion stun into a personal damage-resistance + healing burst. Seven mods, three self-contained loops:

Void — the always-on overshield loop (this is the magic):

Together: shoot Void → Volatile → weakening burst → Void Overshield, on repeat. This is why the overshield is always up — it regenerates off normal gunfire, and the weaken it sprays is one more feed for Khepri's, Phantom Surge and Harvest. Volatile detonations also keep the dodge charged.

Strand — the Woven Mail loop (free 30%-ish DR):

Run a Strand weapon with Slice (the creator used "Festival Flight"; any Slice weapon works) — Slice severs → Two Shreds unravels + drops Woven Mail on the kill → orbs (you make a flood of them) re-arm Unravel → Horde Shuttle adds chip damage. Woven Mail stays up the whole fight for nearly free.

Arc — the champion → Amplified pipeline (the hard-content payoff):

So stunning a champion = instant Amplified (≈15% DR on any subclass) + a heal + a jolt left on the champion + buffed lightning. Champions stop being a threat and start being a buff button.

Weapons

Multi-element on purpose — each gun feeds a different artifact loop. That's the Turncoat identity.

Stats & armour mods (confirmed loadout)

Built on Tier 4 gear, no set bonus — reachable without chasing a perfect roll. Stat targets: Melee ≈100, Grenade ≈100, Class ≈130, with Weapons pushed up and Health used as the dump stat (see tuning, below). Class ~130 gives a small overshield on every dodge and feeds Gambler's refund; Melee/Grenade ~100 because you cycle abilities constantly.

Full mod list, by piece:

The orb economy (Harmonic Siphon + Reaper + Powerful Attraction + Orbs of Restoration) is the quiet engine: Khepri's nonstop Void kills make orbs, dodge scoops them, and every pickup tops an ability and arms Unravelling Rounds (Unraveling Orbs) — so the Strand half is fed by the Void half.

Set bonus (genuinely optional — creator ran none)

He played this on Tier 4 with no set bonus at all and it felt complete, which is the cleanest proof of the house rule: sets are garnish, not a driver. If you want one, Nezarec's Nightmare is on-theme (orb chance off subclass-debuffed kills — everything here is debuffed; 4pc finisher-Devour/DR). Slot it only if your rolls already carry the stats above.

The loop

Low-APM by design — the creator's words: "nothing crazy… just play your normal gameplay loop." There's no rotation to babysit; the systems feed each other.

Verify notes