Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Void · Heavy · No intrinsic champion
Centerpiece: Black Talon (Sword · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Void-debuff sword DPS that triple-stacks the catalyst on tethered packs and bosses Sandbox: 9.7.0 · Updated 2026-07-03
The catalyst pays you per type of Void debuff on the target, so this build refuses to run one debuff well — it runs three at once. Crow's Wings suppresses at range, Gyrfalcon's turns your Void rounds Volatile, Undermining grenades Weaken, and a Deadfall tether stamps Suppress and Weaken on a whole pack in one shot. Then you walk in and swing a sword that's ramped on Suppress + Volatile + Weaken simultaneously.
The weapon
Crow's Wings (intrinsic): "[Heavy Attack] : Fire a Heavy projectile attack that suppresses targets. Hitting a target already suppressed spreads the effect to nearby targets."
Catalyst — Reversal: "Dealing damage to Void debuffed targets increases this weapon's damage for a short time per each type of Void debuff affecting the target."
The heavy attack fires a ranged projectile that Suppresses, making Black Talon the rare sword with a built-in standoff option and a Void debuff stapled to it. The catalyst is the whole build's thesis: damage scales per distinct Void debuff type sitting on the target. One debuff is a small bump; three of them (Suppress + Volatile + Weaken) is a different weapon entirely. Because the projectile also spreads suppression off an already-suppressed enemy, one heavy attack self-propagates across a grouped pack, so a tethered cluster is suppressed almost for free before the melee commit. The play pattern is therefore front-loaded: apply your debuffs, then swing a sword sitting at a near-maxed Reversal ramp.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The only subclass that natively stacks Suppress, Weaken, Volatile and invis on one kit.
Super
Shadowshot: Deadfall
One cast weakens and suppresses the whole pack and groups them — two of three debuff types before you swing.
Class ability
Gambler's Dodge
Melee-range dodge that pairs with the invis fragments and re-arms Gyrfalcon's emerge-from-invis trigger.
Movement
High Jump
Extra air control to reposition into and out of sword range between debuff windows.
Melee
Snare Bomb (Quickfall)
Smoke for invis on demand → re-arms Gyrfalcon's Volatile Rounds and tags targets.
Grenade
Magnetic Grenade
With Echo of Undermining it Weakens a priority target precisely — the third debuff type on demand.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight; your debuffs are everywhere, so invis is always available to re-proc Volatile.
Aspect 2
Vanishing Step
Dodge → invis with no kill required — reliable on-demand invis to re-arm Volatile Rounds before a sword commit.
Fragments
Undermining · Instability · Harvest · Starvation
See below.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Emerge from invis → Void weapons gain Volatile Rounds = the third debuff type, applied by Black Talon itself.
Destabilizing is an independent Volatile source that keeps the debuff up between invis windows; the second primary clears trash and feeds Heavy ammo/orbs so the sword stays fed.
Fragments
Echo of Undermining · Echo of Instability · Echo of Harvest · Echo of Starvation
Why it works (the mechanics)
The catalyst counts debuff types, so the build manufactures three. Suppress (Crow's Wings + Deadfall), Volatile (Gyrfalcon's + Destabilizing + Echo of Instability) and Weaken (Echo of Undermining grenade + Deadfall) are three independent Void debuffs, so they coexist on one target and each adds a Reversal stack.
Deadfall is a one-button setup for the whole pack. The tether weakens and suppresses every enemy caught in it, which is two of three debuff types instantly. Walk in, heavy-attack the group for the spread, and the catalyst is near-max on contact.
Gyrfalcon's closes the loop on Black Talon's own element. Black Talon is Void, so emerging from invis (a Vanishing Step dodge or a Stylish kill) gives Volatile Rounds to Void weapons — the sword's own hits now apply Volatile, stamping its third debuff while it swings.
Invis is free and constant, so Volatile Rounds rarely lapse. Stylish Executioner triggers off any elemental-debuffed kill (you make those nonstop) and Vanishing Step gives invis on a plain dodge, so every re-entry re-arms Gyrfalcon's Volatile on the sword.
Weaken is also a raw damage multiplier on top of the catalyst. Weaken is a debuff-bucket damage-taken increase, so it boosts the sword swing itself, not just the Reversal count — you double-dip: +1 catalyst stack and a flat damage-taken increase on the same debuff.
The orb and Devour economy keeps you alive in swing range. Echo of Harvest turns weakened kills into an Orb + Void Breach, and Echo of Starvation converts breach/orb pickups into Devour. Standing in melee is survivable because the weakened kills you already generate feed the heal automatically.
Stats & mods
Weapons 200 → Health → Class. Weapons is the sword-damage stat and lifts every gun feeding the loop; Health because melee range is exposure; Class for dodge uptime (invis → Volatile re-arm).
Archetype lean: Powerhouse (Weapons/Super) for the sword damage plus fast Deadfall recasts, or Brawler if you want Melee for Snare-Bomb uptime.
Mods:
Boots: Void Weapon Surge ×2 (sword is Void → surge onto Black Talon) · Orbs of Restoration.
Arms: Heavy Ammo Finder / Heavy Ammo Scavenger (sword ammo is the constraint) · Fastball (lands the Magnetic-grenade Weaken).
Chest: one each Arc/Solar/Void Resistance — flat DR for swing range.
Surge: Void Weapon Surge — matches Black Talon's element.
Anti-Champion: none intrinsic on the sword; suppression stuns Overload as a play, and Barrier/Unstoppable come from the paired weapons' archetypes.
Artifact — NPA Repulsion Regulator
The dedicated Void artifact — it amplifies the exact debuff loop this build runs: Volatile on the sword, Void Breach into survival, and a Weaken pulse on contact, plus an Overload answer that backs up the suppress stun.
Volatile Flow turns an Orb pickup into Volatile Rounds on Void weapons, so the sword can stamp its own third debuff with no invis window needed.
Unto The Breach spawns a Void Breach on every Void-debuffed kill, feeding Harvest and Starvation directly.
Protective Breach converts a Void Breach into an overshield — the DR that keeps you alive in swing range.
Bricks From Beyond drops Heavy from Void kills, refilling the sword ammo the build is bottlenecked on.
Overload Grenades makes the Magnetic/Void grenade stun Overloads, doubling up the suppress-based Overload answer.
Supernova turns a Void Breach into a weakening pulse on your next Void damage — Weaken on contact plus another Reversal stack.
Void Weapon Channeling grants a temporary Void weapon damage bonus on a Void kill, straight onto the sword.
Where it shines
GMs and −30/−40 content: Deadfall debuffs a whole room, the sword deletes the tethered orange-bar at a three-stack Reversal ramp, and Devour + invis keep you alive in melee. The standoff heavy projectile lets you Suppress from cover first.
Boss and miniboss DPS: stack all three debuffs on the target, then swing — the catalyst ramp plus Weaken's damage-taken multiplier is the highest the sword reaches. Light-attack chains keep the buff live.
Champion coverage: the sword has no intrinsic anti-champion keyword (manifest lists none). In practice its Suppress — from Crow's Wings and Deadfall — stuns Overload champions, so that role is covered by play. Barrier and Unstoppable are not covered and must come from the paired weapons' archetypes (e.g. a Barrier or Unstoppable primary). Weaken thins all champion health for the team.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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.
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: Barrier/Unstoppable come from the paired weapons' archetypes.