The gun is a parasite: it stores the suppress, weaken and volatile your own subclass sprays across the field, then siphons those debuffs straight off a target and re-applies all three at once with the alt-fire. Nightstalker manufactures exactly that triad for free, Gyrfalcon hands the gun Volatile Rounds every time you leave 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."
The weapon is a closed circuit. Shoot a target that is already suppressed, weakened, or volatile and Void Leech drinks that debuff into storage; once charged, the alt-fire fires a damage burst that re-applies the whole stored stack across the surrounding pack. Every debuffed kill the gun secures then refunds a Void Overshield through the Repulsor Brace catalyst. It is a 390-RPM Primary-ammo Void pulse that wants a battlefield already soaked in Void status to feed on — which is precisely what a Nightstalker produces without trying. There is no ammo economy to manage (it draws from the Primary brick pool) and no reload anxiety, so the whole skill expression is: keep the floor covered in debuffs, keep the alt-fire charged, keep collecting overshields.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The only kit that natively makes all three leech triggers — suppress + weaken from tether, volatile from fragments and Gyrfalcon.
Super
Shadowshot: Deadfall
Tethers dramatically weaken and suppress a whole pack, instantly arming Void Leech on every tethered target and thinning them for the team.
Class ability
Gambler's Dodge
Recharges melee near enemies; paired with Vanishing Step it is the on-demand invis button that re-arms Gyrfalcon.
Movement
Triple Jump
Extra mid-air adjustments to reposition to a fresh debuffed pack and stay above melee range while the alt-fire charges.
Melee
Snare Bomb
Smoke grants invis and suppresses/weakens on detonation — another leech trigger and another Gyrfalcon invis proc.
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 target affected by any elemental debuff grants invisibility and Truesight" — every debuffed kill (the gun's whole output) becomes invis, which becomes 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
Echo of Undermining · Instability · Harvest · Starvation
Two weaken/volatile sources plus the Orb→Devour survivability spine (see Fragments line).
Exotic armour
Gyrfalcon's Hauberk (Chest)
Grants your Void weapons Volatile Rounds on emerging from invis — manufacturing the third leech trigger on demand, plus finisher overshields for the fireteam.
Weapons
Unstoppable Primary + Barrier/DPS Heavy
The gun breaks no champion intrinsically, so the other two slots carry Unstoppable and Barrier coverage (and any boss-DPS heavy, since Collective is add-clear).
Fragments
Echo of UnderminingVoid grenades weaken — turns Vortex into a weaken field
Echo of Instabilitygrenade kills grant Volatile Rounds, a third independent volatile source
Echo of Harvestdefeating weakened targets makes an Orb of Power + Void Breach
Echo of Starvation (picking up a Breach/Orb grants Devour). Swap Starvation for Echo of Persistence if you want longer invis/overshield uptime
Why it works (the mechanics)
Every leech trigger has a dedicated source, so Void Leech is never starved. Suppress and 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, ~11 s of Volatile Rounds). Three states, five sources — the alt-fire stays charged because the floor stays covered in Void status.
The invis loop self-sustains off the gun's own kills. Stylish Executioner triggers on any debuffed kill — the exact states the gun applies — granting invis. Emerging from that invis re-arms Gyrfalcon Volatile Rounds (~9 s), so the next mag re-volatiles a fresh target, which triggers Stylish again. The pulse is both cause and beneficiary of the invis cycle.
The catalyst closes a survivability loop that never runs 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. That stacks on top of Devour (Starvation) and Gyrfalcon's finisher reserve overshield for the whole fireteam.
The Orb + Devour economy pays for the abilities that make the debuffs. 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 pump Orbs too. The gun keeps you healthy; the orbs keep the abilities — that make the debuffs — recharged.
Weaken is a fireteam-wide damage multiplier. Deadfall's tether weakens an entire pack at once, multiplying everyone's damage — and it is the single best way to pre-charge Void Leech across a whole group before you ever pull the alt-fire.
Stats & mods
Weapons 200 → Health → 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 and weaken. Class feeds dodge/invis uptime; Health is the cheap floor since Devour + double overshield + invis already cover survivability. Lean into a Weapons/Class armour archetype.
Arms: Heavy Handed (melee energy on melee kills) · Grenade Font.
Chest: Void Resistance + a second elemental Resistance layered under the overshield stack.
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an Orb) · Bomber.
Surge: Void ×2 (matches the centerpiece's element).
Anti-Champion: none on the pulse — carry Unstoppable + Barrier in the other two weapon slots and via the artifact.
Artifact — Slayer Baron Apothecary Satchel
This artifact's Void sub-pool maps straight onto the build's weaken → Void Breach → Devour engine, turning every debuffed kill into more breaches, orbs and re-applied weaken for the gun to leech.
Power From Pain is the build's exact loop — rapid kills on weakened targets grant Devour and spawn a Void Breach, feeding both survivability and the breach supply.
The Thick Of It rewards rapid kills while surrounded with Armor Charge, which the add-dense content this build lives in generates constantly.
Void Renewal keeps Devour active while Void weapon kills generate Void Breaches — a self-perpetuating breach supply that never depends on grenades.
Curative Orbs turns shield breaks into Orbs of Power, feeding Echo of Harvest's orb economy and the class item's Powerful Attraction vacuum.
Debilitating Wave makes finishers emit a Void wave that weakens — another leech trigger bolted onto the finish loop Gyrfalcon already wants you performing.
Supernova makes your next Void hit a weakening pulse after picking up a Void Breach, re-arming the leech triad for free; Old God's Rite rains seeking projectiles from Void weapon damage after a breach for extra add-clear.
Where it shines
Add-dense PvE (GMs, Onslaught, Nightfalls): a debuff-laundering machine — tether a pack, leech, alt-fire, and watch the whole cluster eat re-applied suppress/weaken/volatile while Repulsor Brace keeps you overshielded.
Team play: Deadfall weaken and the gun's spread debuffs are fireteam-wide damage multipliers, and Gyrfalcon's finisher grants nearby allies a reserve overshield.
Champion coverage: the pulse breaks nothing intrinsically (390 RPM, no intrinsic anti-champion trait), so it covers no champion on its own. Deadfall's suppression behaviourally neutralises Overload regen and interrupts ability-spam elites, but that is not a stun — bring genuine Barrier, Overload and Unstoppable coverage across the other two weapon slots and the artifact's anti-champion mods.
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 (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using 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: via the artifact.