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Void

Collective Obligation — Debt Collector (Void Hunter)

Void-debuff vampire + add-clear loop engine
Collective Obligation on light.gg
✓ Manifest Void · Primary · 390 RPM · No intrinsic champion

Centerpiece: Collective Obligation (Pulse Rifle · Primary · Void) · Subclass: Nightstalker (Void) · Role: Void-debuff vampire + add-clear loop engine Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassNightstalker (Void)The only kit that natively makes all three leech triggers — suppress + weaken from tether, volatile from fragments and Gyrfalcon.
SuperShadowshot: DeadfallTethers dramatically weaken and suppress a whole pack, instantly arming Void Leech on every tethered target and thinning them for the team.
Class abilityGambler's DodgeRecharges melee near enemies; paired with Vanishing Step it is the on-demand invis button that re-arms Gyrfalcon.
MovementTriple JumpExtra mid-air adjustments to reposition to a fresh debuffed pack and stay above melee range while the alt-fire charges.
MeleeSnare BombSmoke grants invis and suppresses/weakens on detonation — another leech trigger and another Gyrfalcon invis proc.
GrenadeVortex GrenadeLingering Void zone; with Echo of Undermining it weakens everything standing in it — a debuff field for the gun to drink from.
Aspect 1Stylish 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 2Vanishing Step"Dodging makes you invisible" — on-demand invis to re-arm Gyrfalcon Volatile Rounds whenever the natural kill-chain stalls. _[+2 Aspect Energy]_
FragmentsEcho of Undermining · Instability · Harvest · StarvationTwo weaken/volatile sources plus the Orb→Devour survivability spine (see Fragments line).
Exotic armourGyrfalcon'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.
WeaponsUnstoppable Primary + Barrier/DPS HeavyThe 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

Why it works (the mechanics)

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.

Mods:

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.

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 (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces 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.