Hold a full charge of Sword energy, swing Heartshadow, and vanish as four tracking Void orbs punch through the pack. Every strike while cloaked weakens; every weakened kill re-cloaks you. Graviton Forfeit stretches that invisibility and, while you sit inside it, pours your dodge, melee and grenade straight back into your hands. You are never visible long enough to be shot, and never out of abilities long enough to feel it.
The exotic
Graviton Forfeit (Helmet) — 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.
Heartshadow (Sword, Heavy) — Exhumation: Heavy attacks made with full Sword energy turn you invisible and fire exploding Void projectiles.
Shot in the Dark (Heartshadow perk) — Increases damage and weakens while invisible.
Wraithwalk (Heartshadow catalyst) — Faster movement while invisible.
Graviton Forfeit is the armour half of a legal dual-exotic (one armour piece plus one exotic weapon). Its Vanishing Shadow trait does three things: extends every invisibility effect, banks a stack each time you re-enter stealth, and accelerates base ability regen the more stacks you hold — capping in a Void Overshield at maximum. Heartshadow supplies the invisibility on demand: a charged heavy swing cloaks you and fires the Void orbs, and entering that stealth procs Shot in the Dark so every hit you land while cloaked deals bonus damage and applies Weaken. The catalyst makes you move fast while invisible, so you close on the next target and re-cloak before the timer lapses. The two halves lock together — the sword generates the stealth, and the helmet converts that stealth into abilities and survivability.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Void invisibility and Weaken are the entire economy — Graviton, Heartshadow and every fragment key off them.
Super
Spectral Blades
Invisible roaming blade super that re-cloaks you on cast, feeding another Vanishing Shadow stack; Deadfall is the team-utility alternative that tethers and weakens the whole pack.
Class ability
Gambler's Dodge
On a near-enemy dodge it refunds your Snare Bomb, and the dodge itself triggers invisibility via Vanishing Step — the first stealth entry before Graviton's regen takes over.
Movement
Triple Jump (flex)
Player choice, not load-bearing; High Jump for vertical repositioning out of a cloak.
Melee
Snare Bomb (Smoke Bomb)
A free ranged Weaken source that arms Stylish Executioner and Echo of Harvest without spending Sword energy, and can cloak allies.
Grenade
Vortex Grenade
The lingering Void well the fantasy expects; with Echo of Undermining it weakens the whole pack and Echo of Remnants stretches its duration.
Aspect 1
Stylish Executioner
The engine: defeating any debuffed target (everything you touch is Weakened) grants Invisibility and Truesight, and your next melee while invisible weakens.
Aspect 2
Vanishing Step
Dodging makes you invisible — the clean reposition-invisibly trigger that pairs with Graviton's regen-while-invisible; alt Trapper's Ambush trades it for an AoE weaken dive and a fourth fragment slot.
Fragments
Persistence · Harvest · Obscurity
Stretch invis and overshield, convert weaken-kills into orbs and Void Breaches, and add a finisher cloak source (see below).
Exotic armour
Graviton Forfeit (Helmet)
Extends invisibility and turns living in stealth into permanent Class/Melee/Grenade regen plus a Void Overshield at x3.
Weapons
Heartshadow (Heavy) · flex Void special · flex primary
Heartshadow is the cloak button and orb volley; a second Void special carries Weaken between swings; a 140 HC / 720 auto handles ranged cleanup.
Fragments
Echo of PersistenceVoid buffs last longer — Invisibility, Overshield and Devour duration up; stretches Graviton's overshield to 10s
Echo of Harvestdefeating weakened targets creates an Orb of Power and a Void Breach
Echo of Obscurity (finisher final blows grant Invisibility, and the +10 Class offsets Persistence's −10). *Running Trapper's Ambush instead frees a fourth slot — drop in Echo of Starvation so Harvest's Void Breaches grant Devour for a full heal-on-kill loop.
Why it works (the mechanics)
Weaken is the whole economy. Shot in the Dark applies Weaken on every hit while invisible; Snare Bomb, Vortex Grenade (with Echo of Undermining) and the Singularity Blade artifact mod stack more. Weaken is the currency that buys Invisibility (Stylish Executioner), Orbs and Void Breaches (Echo of Harvest), Devour (Power from Pain), and raw damage (Shot in the Dark's bonus). Nearly every target on screen is debuffed, so every kill pays out.
Invisibility is self-sustaining. Four independent cloak sources feed each other — the Heartshadow heavy, a Gambler's/Vanishing Step dodge, Stylish Executioner kills, and Echo of Obscurity finishers. You re-enter stealth far faster than the timer (already +2s from Graviton, and Echo of Persistence stretches it further) can run out, so invisibility is effectively permanent.
Graviton turns stealth into abilities. Each cloak entry banks a Vanishing Shadow stack, and the stacks do not decay while you stay invisible. At x3, Class regenerates 200% faster and Grenade and Melee 500% faster (Clarity). Because you live in stealth, that accelerated regen is your baseline, not a burst — so base Melee and Grenade stats can sit low and the build still floods Snare Bombs and Vortexes.
Survivability is layered, not stat-bought. You are unshootable most of the time, and reaching Vanishing Shadow x3 grants a 15 HP Void Overshield for 7s (10s with Echo of Persistence, per Clarity). Truesight from Stylish Executioner keeps you oriented, and Power from Pain's Devour heals on weaken-kills. That stacked defence is why Health is the dump stat.
The sword answers Champions itself. Riposte (artifact) makes Heartshadow's light and heavy attacks stun unshielded combatants shortly after a guard — the manifest tags it "Strong against Unstoppable Champions" — so the melee threat needs no separate breaker, and Counter Energy converts any champion stun into your least-charged ability.
Void Infestation chains the loop across the pack. Defeating a weakened target spawns a tracking projectile that weakens more targets, so a single kill seeds the next set of Stylish Executioner cloaks and Echo of Harvest orbs — the economy widens instead of resetting between engagements.
Stats & mods
Weapons 200 → Class → Super. Lean Gunner (Weapons) / Specialist (Class): Weapons feeds Sword handling and heavy reserves; Class keeps the dodge-cloak online for that first entry into stealth before Graviton's regen takes over; Super fuels Spectral Blades. Melee and Grenade can sit low — Vanishing Shadow regenerates them 500% faster while you are invisible, which is almost always — and Health is dumped behind the invis-plus-overshield defence.
Mods:
Boots: Recuperation — heal on Orb pickup to convert your constant Echo of Harvest orbs into sustain while Health is dumped.
Arms: Heavy Handed — melee energy on melee final blows keeps Snare Bomb flowing for extra Weaken application.
Chest: Concussive Dampener / an elemental resist mod — flat damage reduction papers over the rare moments you are visible.
Class item: Bomber + Outreach — dodge returns grenade and melee energy, seeding the first Vortex and Snare Bomb before stealth regen ramps.
Surge: Void Surge — matches Heartshadow and any flex Void special for weapon damage.
Anti-Champion: None slotted — Riposte covers Unstoppable intrinsically; bring a weapon-intrinsic Barrier/Overload breaker for content that demands it.
Artifact — Encrypted Data Disk
Picks (2/3/2):
Tier 1: Riposte · Power from Pain
Tier 2: Singularity Blade · Counter Energy · Armorsmith
Tier 3: Void Infestation · Sword Storm Combo
Encrypted Data Disk is themed Void · Sword, so it lines up with this build exactly.
Singularity Blade is the centrepiece: while you hold a Void elemental buff (you are permanently invisible, and the x3 Void Overshield counts), your melee and Sword hits Weaken, and final blows release a weakening burst — turning Heartshadow into a wide-area Weaken applicator that feeds the whole economy.
Void Infestation makes weakened-target kills spit out a tracking projectile that weakens more targets, chaining the loop across the pack.
Power from Pain converts those weaken-kills into Devour for heal-on-kill sustain.
Riposte gives the sword its Unstoppable stun shortly after a guard, and Counter Energy turns that stun into energy for your least-charged ability.
Armorsmith grants damage resistance and increased melee damage on shield-breaks, layering onto the invis-plus-overshield defence.
Sword Storm Combo summons disorienting penumbral blades off a light-light-light-heavy string, extended by Sword final blows — free crowd control on top of the orb volley.
Where it shines
Endgame add-density content (GMs, Master Lost Sectors, dungeons) where perma-invisibility lets you reposition through rooms you could never walk, and Weaken plus Void Overshield keep you alive without stat investment.
Solo and low-team play — the loop is fully self-contained (exotic + artifact + fragments), so it needs no fireteam buffs; Devour and Truesight cover the survivability a teammate would otherwise provide.
Champion coverage: breaks Unstoppable intrinsically via Riposte (guard → sword attack stuns), with any stun feeding Counter Energy. There is no Barrier or Overload source in this pool — bring a weapon-intrinsic breaker (e.g. Le Monarque for Overload, a Barrier-breaking heavy) or expect to swap a Tier mod in Barrier/Overload-heavy content.
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 (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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.
Chest (5/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (7/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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.
Class Item (3/10)
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: melee energy; seeding the first Vortex; any flex Void special for weapon damage. - **Anti-Champion:** None slotted — Riposte covers Unstoppable intrinsically; bring a weapon-intrinsic Barrier/Overload breaker for content that demands it.