✓ 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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Matches the gun's element; owns Devour, Weaken and invisibility.
Super
Shadowshot: Deadfall
Team-wide weaken tether + suppress + pack-grouping; a heavy backup to the gun's own weaken.
Class ability
Gambler's Dodge
Melee energy near enemies; pairs with Vanishing Step for on-demand invis.
Movement
Triple Jump
Air control to reposition and line up dives; safe default.
Melee
Snare Bomb (Quickfall)
On-demand invis + smoke; another way to leave invis and re-arm 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, so 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.
The self-igniting Devour loop plus the Volatile bootstrap (see below).
Exotic armour
Gyrfalcon'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.
Weapons
Void primary (Destabilizing / Repulsor Brace) + any Heavy
Primary shares Gyrfalcon's Volatile and covers the champion the sidearm can't; Heavy cashes in the constant weaken.
Fragments
Echo of Starvationpick up a 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
Why it works (the mechanics)
The loop is closed and self-igniting. Devour active → the 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 → the catalyst keeps weakening. The gun manufactures the exact condition its own catalyst needs. You only have to start the loop once (a 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 Hungering Quarrel's lifesteal heals you on every hit — two independent heal sources off the same trigger. Against adds you are effectively unkillable.
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 supplies the debuff.
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 weaken the gun paints stacks on top of every fireteam weapon perk and every Heavy hit, so this build raises the whole team'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 is off-target: the catalyst (primary), Vortex + Echo of Undermining (ignition / off-screen targets), and Deadfall's tether (the heavy hitter for a boss or dense pack).
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:
Boots: Void Weapon Surge ×2 (surge damage to Buried Bloodline) · Orbs of Restoration (orb pickup → ability energy — you make a flood of orbs via Harvest).
Arms: Special Ammo Scavenger — keep the green ammo flowing · Grenade Kickstart for the bootstrap grenade.
Chest: one each of Arc/Solar/Void Resistance under the Devour + invis survivability layers.
Class item: Powerful Attraction (dodge vacuums your Harvest orbs/breaches → automatic Starvation Devour refresh) · Bomber.
Surge: Void Weapon Surge — funnels damage into the sidearm and the Void primary.
Anti-Champion: none intrinsic on the sidearm — bring it on the Void primary's archetype (see Champion coverage) and lean on the artifact's Overload Grenades for the third.
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).
Volatile Flow re-arms Void Volatile Rounds off your Harvest orbs — backs up Gyrfalcon's so the sidearm always detonates, even between invis cycles.
Unto The Breach makes every weakened kill a Void-debuffed kill → a guaranteed Void Breach → Echo of Starvation refreshes Devour, tightening the loop.
Overload Grenades turns Vortex Grenade into an Overload stun — the one champion type the gun can't cover.
Protective Breach tops up an overshield off each constant Void Breach, layered under Devour.
Counter Charge feeds Armor Charge into your mod economy off champion stuns.
Supernova makes a picked-up Void Breach turn your next Void hit into a weakening pulse — doubling down on the team-debuff identity.
Void Weapon Channeling buffs Buried Bloodline's own damage off Void weapon kills.
Where it shines
Endgame add-clear & sustain (GMs, Master/Legend, solo dungeons): infinite Devour + Hungering Quarrel lifesteal makes you the survivability anchor, and 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: Buried Bloodline has no anti-champion intrinsic (manifest champion = none) and no bespoke stun in its exotic text — it does not stun champions itself. Cover Barrier/Unstoppable with your Void primary's archetype (Anti-Champion 2.0), cover Overload with the artifact's Overload Grenades on Vortex, and lean on Deadfall's suppress + the constant weaken to neuter Overload regen and thin champion health for the team.
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 (9/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
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: 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.