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Void

Black Talon — Three-Debuff Reaper (Void Hunter)

Void-debuff sword DPS that triple-stacks the catalyst on tethered packs and bosses
Black Talon on light.gg
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

SlotPickWhy
SubclassNightstalker (Void)The only subclass that natively stacks Suppress, Weaken, Volatile and invis on one kit.
SuperShadowshot: DeadfallOne cast weakens and suppresses the whole pack and groups them — two of three debuff types before you swing.
Class abilityGambler's DodgeMelee-range dodge that pairs with the invis fragments and re-arms Gyrfalcon's emerge-from-invis trigger.
MovementHigh JumpExtra air control to reposition into and out of sword range between debuff windows.
MeleeSnare Bomb (Quickfall)Smoke for invis on demand → re-arms Gyrfalcon's Volatile Rounds and tags targets.
GrenadeMagnetic GrenadeWith Echo of Undermining it Weakens a priority target precisely — the third debuff type on demand.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight; your debuffs are everywhere, so invis is always available to re-proc Volatile.
Aspect 2Vanishing StepDodge → invis with no kill required — reliable on-demand invis to re-arm Volatile Rounds before a sword commit.
FragmentsUndermining · Instability · Harvest · StarvationSee below.
Exotic armourGyrfalcon's Hauberk (Chest)Emerge from invis → Void weapons gain Volatile Rounds = the third debuff type, applied by Black Talon itself.
WeaponsVoid primary w/ Destabilizing Rounds + add-clear primaryDestabilizing 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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Arms (5/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Utility Kickstart 3e fillWhen 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 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: Barrier/Unstoppable come from the paired weapons' archetypes.