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Void

Dead Man's Tale — Ghost Walk (Hunter)

Permanent-invis ranged precision sniper — hipfire-chains majors and champions from the shadows
✓ Manifest Kinetic · Primary · 120 RPM · No intrinsic champion

Weapon: Dead Man's Tale (Scout Rifle · Primary/Kinetic · Kinetic) · Subclass: Nightstalker (Void) · Role: Permanent-invis ranged precision sniper — hipfire-chains majors and champions from the shadows Sandbox: 9.7.0 · Created 2026-06-16

The most lethal scout in the game is a hip-fired one. Catalysed Dead Man's Tale turns aim-down-sights into a liability: chain precision hits, ramp Cranial Spike to max, and hipfire from the hip with no accuracy penalty, faster RPM, and bonus damage. Pair that with a Void Hunter that is invisible almost continuously, and the fantasy is exact: you are a ghost that headshots majors across the room and is gone before anything turns to look. The subclass keeps you unseen and topped on ability energy; the gun does the killing.

The weapon

Cranial Spike (exotic perk): "Chaining precision hits grants bonus target acquisition, range, rounds reloaded, and damage against combatants."

Dark-Forged Trigger (catalyst): "Removes hipfire accuracy penalties while increasing rate of fire. At maximum stacks of Cranial Spike, hipfiring deals increased damage."

Cranial Spike stacks on consecutive precision hits — each stack widens aim assist, extends range, reloads rounds back into the mag, and ramps damage vs combatants. At max stacks the gun is a different weapon: a long-range precision machine that also reloads itself for free as long as you keep landing heads. The catalyst is mandatory and changes the grip — once equipped you stop aiming down sights entirely. Hipfire becomes pinpoint-accurate, the RPM climbs, and at max Cranial Spike your hipfire shots hit harder than ADS would. The whole build is built to keep Cranial Spike pinned at max and keep you alive to do it.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Invis + Devour is the survivability that lets a primary-only ranged playstyle work in hard content.
SuperShadowshot: Deadfall35% team weaken + suppress + groups the pack — softens the targets DMT then headshots, and weakened kills feed the economy.
Class abilityGambler's DodgeReloads DMT on demand and (with Vanishing Step) is your invis button; melee energy back near enemies.
MeleeSnare Bomb (Quickfall)Smoke for invis + weaken on demand; lets you re-enter stealth without a kill.
GrenadeMagnetic GrenadeAttaches + double-detonates; with Undermining it's a precise weaken delivery for a champion or priority.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight; next melee while invis weakens. DMT kills on weakened targets = free re-invis.
Aspect 2Vanishing StepDodge → invisible. Turns your reload/reposition button into the stealth button — the core of "always a ghost."
FragmentsEcho of Persistence (invis/Devour/overshield last longer), Echo of Starvation (Breach/Orb → Devour), Echo of Harvest (weakened kills → Orb + Void Breach), Echo of Undermining (Void grenades weaken — arms Magnetic + Stylish)Persistence stretches the invis windows; Harvest+Starvation make Devour self-sustaining off weakened kills; Undermining is the weaken source that lets Stylish/DMT trigger.
Exotic armourGraviton Forfeit (Helmet)Vanishing Shadow — extends every invis effect and refunds grenade/melee/class faster while invisible; at max stacks grants a Void Overshield. The pure-invis engine.
Energy / 2nd weaponVoid wave-frame GL or Void Special with Destabilizing RoundsAoE clear + a second weaken/volatile source; complements DMT's single-target ranged role.
HeavyMachine Gun or RocketThe boss/heavy-DPS DMT's primary mag can't deliver.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Class 100+ → Health. Weapons is the priority: it's a flat PvE damage multiplier vs minors/majors that stacks on top of Cranial Spike and weaken, and it's free value for a gun-centric build. Class 100+ feeds dodge uptime (your invis + reload button) and the small overshield. Health is the dump stat — Devour + Persistence-extended invis + the Graviton overshield are four defensive layers, so raw Health is the cheapest thing to trade.

Archetypes: Gunner/Specialist pieces favouring Weapons + Class. Mods:

Stat tuning: +Weapons/−Health and +Class/−Health to push Weapons toward 200 and Class over 100 while dumping Health.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (3/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)Kinetic Loader 1eIncreases reload speed of Kinetic weapons.
Kinetic Loader 1eIncreases reload speed of Kinetic weapons.
Fastball 1eIncreases grenade throw distance.
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 (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic 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 (4/10)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.
Powerful Attraction 2eAutomatically 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).