Self-sustaining Void Devour engine — weaken-on-hit + lifesteal that never stops
✓ Manifest Void · Special · 100 RPM · No intrinsic champion
Weapon: Buried Bloodline (Sidearm · Special · Void) · Subclass: Nightstalker · Role: Self-sustaining Void Devour engine — weaken-on-hit + lifesteal that never stops Sandbox: 9.7.0 · Created 2026-06-16
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 trick is 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: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. The lifesteal makes it a panic button — hold the trigger on a swarm and you tick back to full. The catalyst is the whole reason this is a build and not just a gun: with Devour active, every bolt weakens the target. Weaken is a debuff-bucket multiplier (~15% more damage taken), so the 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.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Matches the gun's element; owns Devour, weaken and invis.
Super
Shadowshot: Deadfall
Team 35% weaken + suppress + pack-grouping; backup to the gun's weaken.
Class ability
Gambler's Dodge
Melee energy near enemies; pairs with Vanishing Step for on-demand invis.
Movement
Triple Jump
Air control to line up Trapper's Ambush dives (optional swap).
Melee
Snare Bomb (Quickfall)
On-demand invis + smoke; another invis source for Volatile Rounds.
Grenade
Vortex Grenade
Lingering Void damage; with Echo of Undermining it weakens to start a Devour loop from scratch.
Aspect 1
Stylish Executioner
Defeating a target affected by any elemental debuff grants invisibility and Truesight. The gun weakens everything → every kill is a Stylish kill → constant invis.
Aspect 2
Vanishing Step
Dodging makes you invisible. Guaranteed invis on demand to re-arm Gyrfalcon's Volatile Rounds.
Fragments (5)
Echo of Starvationpick up Void Breach/Orb → Devour — the ignition
Echo of Harvestweakened kills → Orb of Power and Void Breach — the fuel
Echo of PersistenceDevour/Invis/Overshield last longer — keeps the catalyst condition live between kills
Echo of UnderminingVoid grenades weaken — bootstraps Devour before the loop is spun up
Echo of Instabilitygrenade kills → Volatile Rounds; +10 Melee
Exotic armour — Gyrfalcon's Hauberk (Chest).See Me, Feel Me: Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regen. Buried Bloodline is a Void weapon, so every time you leave invis it gets Volatile Rounds for free — and you leave invis constantly (Stylish, Vanishing Step, Snare Bomb). Volatile makes the sidearm's tracking bolts detonate AoE on top of the weaken and lifesteal.
Other two slots:
Primary: A Void Auto/Pulse/Hand Cannon with Destabilizing Rounds or Repulsor Brace — shares Gyrfalcon's Volatile, and Repulsor Brace converts your near-constant Void-kill stream into a Void Overshield. Pick a frame that stuns the champion the gun can't (below).
Heavy: Any Heavy for bosses — a Void Machine Gun or Rocket benefits from the weaken the sidearm is constantly painting on the target. Element-flex; the build's damage identity is the debuff, not the Heavy.
Why this works (the mechanics)
The loop is closed and self-igniting. Devour active → catalyst weakens on every bolt → weakened kills (Echo of Harvest) spawn an Orb and a Void Breach → picking either up (Echo of Starvation) refreshes Devour → Devour stays active → catalyst keeps weakening. The gun manufactures the exact condition its own catalyst needs. You only have to start the loop once (grenade weaken via Undermining, or any Devour source) and it self-sustains off normal trigger-pulling.
Devour is the survivability spine, and the gun double-feeds it. Devour heals you to full on every kill and the sidearm's Hungering Quarrel lifesteal heals you on every hit — two independent heal sources off the same trigger. You are effectively unkillable against adds.
Stylish Executioner runs purely off the gun. The catalyst weakens everything, so every defeated target is "affected by an elemental debuff" → Stylish grants invis + Truesight on each kill. No melee setup needed; the sidearm does it.
Invis → Volatile is a free damage multiplier on the same weapon. Every time you leave invis (which is constant — Stylish, dodge, Snare Bomb), Gyrfalcon's gives the Void sidearm Volatile Rounds. Now each tracking bolt: leeches health, weakens, and detonates a volatile AoE. Three effects, one trigger.
Weaken is a team multiplier, not a personal one. The ~15% weaken the gun paints stacks on top of every weapon perk and every Heavy hit — so this build raises the whole fireteam's damage on whatever you're shooting, which is why it punches far above a Special sidearm's raw numbers in endgame.
Three weaken sources keep the bucket full when the gun isn't on a target: the catalyst (primary), Vortex + Echo of Undermining (ignition / off-screen targets), and Deadfall's 35% tether (the heavy hitter for a boss or dense pack).
Stats & mods
Health 100 → Class 100+ → Weapons. You want Class up so Gambler's/Vanishing Step cycle fast (invis is the Volatile engine), Health for the floor under Devour, and Weapons pushed for the Void primary's chip. Grenade is a soft secondary (only needed to bootstrap and for occasional weaken).
Mods, by piece:
Helmet: Harmonic Siphon or Void Siphon (Void kills → Orbs — feeds Echo of Starvation's Devour refresh) · Heavy/Special Ammo Finder.
Gauntlets: Special Ammo Scavenger ×... keep the green ammo flowing · Grenade Font for bootstrap.
Chest: Arc/Solar/Void Resistance one of each under the Devour + invis layers.
Boots:Void Weapon Surge ×2 (≈+17% to Buried Bloodline's damage) · Orbs of Restoration (orb pickup → ability energy — you make a flood of orbs via Harvest).
Class item: Powerful Attraction (dodge vacuums your Harvest orbs/breaches → auto Starvation Devour refresh) · Reaper · Bomber.
Special Ammo Finder / Scavenger is non-negotiable — the whole build hinges on the sidearm staying loaded, and it is a Special weapon. Treat green-brick economy as a first-class mod priority.
Set bonus (garnish, never the driver): Gyrfalcon's-adjacent Void/invis sets are flavour-perfect, but the build is complete on Tier 4 gear with no set bonus. Slot one only if your rolls already hit the stat targets above.
Where it shines
Endgame add-clear & sustain (GMs, Master/Legend, dungeons solo): infinite Devour + lifesteal makes you the survivability anchor; the constant team-wide weaken is free damage for everyone.
Boss/miniboss damage support: you're not the DPS gun, you're the debuff — paint the boss with weaken (catalyst + Deadfall) and let your Heavy and the fireteam cash it in.
Champion coverage — FLAG: Buried Bloodline is a sidearm with no anti-champion archetype intrinsic in the manifest, and its exotic text grants no bespoke champion stun. It does not stun champions itself. Cover champions with: (a) your Void primary's archetype stun (Anti-Champion 2.0 — pick a frame for Barrier/ Unstoppable as needed), and (b) Deadfall's suppress + the constant weaken, which neuters Overload regen and thins champion health for the team. Lean on the artifact's champion mods for the third coverage if a given GM demands all three.