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Void

Buried Bloodline — Splitvein (Void Hunter)

Self-sustaining Void Devour engine — weaken-on-hit + lifesteal that never stops
Buried Bloodline on light.gg
✓ Manifest Void · Special · 100 RPM · No intrinsic champion

Centerpiece: Buried Bloodline (Sidearm · Special · Void) · Subclass: Nightstalker · Role: Self-sustaining Void Devour engine — weaken-on-hit + lifesteal that never stops Sandbox: 9.7.0 · Updated 2026-07-03

A Special sidearm that double-fires tracking bolts and leeches health back on every hit — then the catalyst turns each bolt into a weakening dart the moment Devour is live. The loop closes on itself: the gun keeps Devour up, Devour keeps the catalyst weaken up, the weaken keeps the gun fed. You point and hold; it heals you to full, debuffs the target for the team, and refills its own green ammo off the bodies. A primary-feeling Special you can leave equipped.

The weapon

Hungering Quarrel (intrinsic): Double fires tracking bolts. Landing bolts leeches health from the target.

Catalyst — Splitvein Lineage: While Devour is active, this weapon weakens on hit.

The bolts track, so trash dies without precision, and the Hungering Quarrel lifesteal makes it a panic button — hold the trigger on a swarm and you tick back to full. The catalyst is the reason this is a build and not just a gun: with Devour active, every landing bolt weakens the target. Weaken is a debuff-bucket multiplier (target takes roughly 15% more damage), so a single Special sidearm is simultaneously your add-clear, your survivability, and a team debuff applicator that stacks on top of every other weapon perk in the fireteam. Because it fires two tracking bolts per trigger-pull, the weaken and the leech land fast and reliably, and the whole thing feeds off the green Special bricks its own weakened kills manufacture.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Matches the gun's element; owns Devour, Weaken and invisibility.
SuperShadowshot: DeadfallTeam-wide weaken tether + suppress + pack-grouping; a heavy backup to the gun's own weaken.
Class abilityGambler's DodgeMelee energy near enemies; pairs with Vanishing Step for on-demand invis.
MovementTriple JumpAir control to reposition and line up dives; safe default.
MeleeSnare Bomb (Quickfall)On-demand invis + smoke; another way to leave invis and re-arm Volatile Rounds.
GrenadeVortex GrenadeLingering Void damage; with Echo of Undermining it weakens to start a Devour loop from scratch.
Aspect 1Stylish ExecutionerDefeating a target affected by any elemental debuff grants invisibility and Truesight. The gun weakens everything, so every kill is a Stylish kill — constant invis.
Aspect 2Vanishing StepDodging makes you invisible. Guaranteed invis on demand to re-arm Gyrfalcon's Volatile Rounds.
FragmentsStarvation · Harvest · Persistence · Undermining · InstabilityThe self-igniting Devour loop plus the Volatile bootstrap (see below).
Exotic armourGyrfalcon's Hauberk (Chest)Your Void weapons gain Volatile Rounds after you emerge from being invisible. Every time you leave invis the sidearm gets free Volatile.
WeaponsVoid primary (Destabilizing / Repulsor Brace) + any HeavyPrimary shares Gyrfalcon's Volatile and covers the champion the sidearm can't; Heavy cashes in the constant weaken.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Health → Weapons. Class up so Gambler's/Vanishing Step cycle fast (invis is the Volatile engine), Health for the floor under Devour, Weapons pushed for the Void primary's chip. Grenade is a soft secondary — only needed to bootstrap and for the occasional weaken. Archetype lean: a Class/Health survivability set with a Weapons kicker.

Mods:

Artifact — NPA Repulsion Regulator

The all-Void artifact for an all-Void loop: it turns the catalyst's weaken-on-hit and the orb/breach flood into more Volatile, more Void Breaches and free overshield, and hands the build the Overload coverage it delegates off-weapon (Vortex Grenade).

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (9/10)Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
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: the Void primary. - **Anti-Champion:** none intrinsic on the sidearm — bring it on the Void primary's archetype (see Champion coverage); lean on the artifact's Overload Grenades for the third.