The gun is a parasite: it stores the suppress/weaken/volatile your own subclass sprays, then siphons it straight off the target with the alt-fire and re-applies all three at once. Nightstalker manufactures exactly those three debuffs for free, Gyrfalcon hands the gun Volatile Rounds on every invis, and the catalyst pays you an overshield for each debuffed kill. You feed the loan; the weapon collects with interest.
The weapon
Void Leech (intrinsic):"This weapon stores Void debuffs when damaging foes, leeching them directly when the target is suppressed, weakened, or volatile. Once charged, [Alternate Weapon Action] to cause damage from this weapon and to apply the stored debuffs."
Catalyst — Repulsor Brace:"Defeating a Void-debuffed target grants an overshield."
So the weapon is a closed circuit: shoot a target that's already suppressed, weakened, or volatile → it leeches that debuff into storage → once charged, the alt-fire fires a damage burst that re-applies the whole stored stack across the area. Every debuffed kill the gun secures then refunds a Void Overshield (catalyst). It is a Special primary-feel pulse that wants a battlefield already soaked in Void status — which is precisely what a Nightstalker produces without trying.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The only kit that natively makes all three leech triggers (suppress + weaken from tether, volatile from fragments/Gyrfalcon).
Super
Shadowshot: Deadfall
"dramatically weakening and suppressing" a whole pack — instantly arms Void Leech on every tethered target and thins them for the team.
Class ability
Gambler's Dodge
Recharges melee near enemies; with Vanishing Step it's the on-demand invis button that feeds Gyrfalcon.
Melee
Snare Bomb
Smoke → invis + suppresses/weakens on detonation; another leech trigger and another Gyrfalcon invis.
Grenade
Vortex Grenade
Lingering Void zone; with Echo of Undermining it weakens everything standing in it — a debuff field for the gun to drink from.
Aspect 1
Stylish Executioner
"Defeating a weakened, suppressed, or volatile target grants Invisibility and Truesight" — names the exact triad the gun leeches; every debuffed kill = invis = Gyrfalcon volatile.
Aspect 2
Vanishing Step
"Dodging makes you invisible" — on-demand invis to re-arm Gyrfalcon Volatile Rounds whenever the natural kill-chain stalls. _[+2 Aspect Energy]_
Fragments (4)
Echo of UnderminingVoid grenades weaken — turns Vortex into a weaken field
Echo of Instabilitygrenade kills → Volatile Rounds, a third independent volatile source
Echo of Harvestdefeating weakened targets → Orb of Power + Void Breach
Echo of Starvation (pick up Breach/Orb → Devour). The two stat-positive picks here keep Class/Melee respectable; drop Starvation for Echo of Persistence if you want longer invis/overshield uptime
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 regeneration."
This is the iconic pairing. Volatile is one of Collective Obligation's three leech triggers, and Gyrfalcon hands your Void weapons Volatile Rounds every single time you leave invis — and this build leaves invis constantly (Stylish on every debuffed kill, Vanishing Step on every dodge, Snare Bomb on every smoke). So the gun is never short of a volatile target to leech, even before the tether lands. The Hauberk converts "I went invisible" — which happens passively here — into "my pulse rifle now applies the very debuff it eats."
Why this works (the mechanics)
Every leech trigger has a dedicated source, so Void Leech is never starved. Suppress + weaken come from Deadfall and Snare Bomb; weaken also from Vortex + Echo of Undermining; volatile comes from Gyrfalcon (post-invis) and Echo of Instability (grenade kills). Three states, five sources — the alt-fire is always charged because the floor is always covered in Void status.
The invis loop self-sustains off the gun's own kills. Stylish Executioner triggers on weakened/suppressed/volatile kills — the exact states the gun applies — granting invis → emerging from that invis re-arms Gyrfalcon Volatile Rounds → the next mag re-volatiles a fresh target → Stylish again. The pulse rifle is both the cause and the beneficiary of the invis cycle.
The catalyst closes a survivability loop the build can't run dry. Repulsor Brace grants an overshield on every Void-debuffed kill; since this build makes every kill a debuffed kill, the overshield is effectively permanent — and Echo of Persistence (if slotted) extends it. That stacks on top of Devour (Starvation) and Gyrfalcon's finisher reserve overshield.
Orb + Devour economy pays for the abilities. Echo of Harvest turns weakened kills into Orbs and Void Breaches; Echo of Starvation converts either pickup into Devour (full heal on kill + grenade regen). Deadfall and Moebius both pump Orbs too. The gun keeps you healthy; the orbs keep the abilities — that make the debuffs — recharged.
Weaken is a debuff-bucket multiplier for the whole fireteam. Deadfall's tether weakens an entire pack at once; that multiplies everyone's damage, not just yours, and it's the single best way to pre-charge Void Leech across a group before you ever pull the alt-fire.
Stats & mods
Weapons 200 → Health 100 → Class. Weapons is the obvious priority — this is a gunplay build and the 9.7.0 Weapons stat adds flat PvE weapon damage on top of volatile/weaken. Class feeds dodge/invis uptime; Health is the cheap floor since Devour + double overshield + invis already cover survivability.
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an Orb) · Bomber.
Anti-Champion 2.0: Collective Obligation is a Rapid-Fire pulse archetype, which stuns Overload intrinsically (Lightweight/Rapid-Fire → Overload). Its suppress application also stops Overload regen and interrupts Unstoppable channels behaviourally, but the intrinsic stun is Overload only — cover Barrier and Unstoppable in the other two slots.
Where it shines
Add-dense PvE (GMs, Onslaught, Nightfalls): the build is a debuff-laundering machine — tether a pack, leech, alt-fire, watch the whole cluster eat re-applied suppress/weaken/volatile while Repulsor Brace keeps you overshielded.
Champion coverage: Overload intrinsic from the gun's Rapid-Fire archetype; pair a Barrier and an Unstoppable archetype across the other two slots. Deadfall's suppress neutralises Overload regen and ability-spam elites as a bonus layer.
Team play: Deadfall weaken + the gun's spread debuffs are fireteam-wide multipliers; Gyrfalcon's finisher grants allies a reserve overshield.
The other two weapon slots:
Primary: an Unstoppable archetype (Aggressive/High-Impact hand cannon or scout) to cover the champion the gun can't.
Heavy: a Barrier archetype Heavy (e.g. a Lightweight/Adaptive machine gun frame that stuns Barrier) — or any boss-DPS Heavy, since Collective Obligation is add-clear, not single-target burst.