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Void

Dead Man's Tale — Ghost Walk (Void Hunter)

Permanent-invis ranged precision — hipfire-chains majors from the shadows and is gone before anything turns to look
Dead Man's Tale on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 120 RPM · No intrinsic champion

Centerpiece: Dead Man's Tale (Scout Rifle · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Permanent-invis ranged precision — hipfire-chains majors from the shadows and is gone before anything turns to look Sandbox: 9.7.0 · Updated 2026-07-03

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 fire from the hip with no accuracy penalty, faster rate of fire, 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. The subclass keeps you unseen and topped on ability energy; the gun does the killing.

The weapon

Cranial Spike (intrinsic): "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 against combatants. At max stacks the gun is a different weapon: a long-range precision machine that reloads itself for free so 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 rate of fire climbs, and at max Cranial Spike your hipfire shots hit harder than ADS would. The whole build exists to keep Cranial Spike pinned at max and keep you alive while you do it — invis for cover, Devour for sustain, weaken to keep every target one chain away from dead.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Invis + Devour is the survivability that lets a primary-only ranged playstyle work in hard content.
SuperShadowshot: DeadfallTeam weaken + suppress + groups the pack — softens the targets DMT then headshots, and weakened kills feed the Void economy.
Class abilityGambler's DodgeReloads DMT on demand and (with Vanishing Step) is your invis button; refunds melee energy near enemies.
MovementHigh JumpExtra vertical to hold the elevated sightlines a ranged invis playstyle wants; any jump is fine.
MeleeSnare BombSmoke on demand — weakens and re-cloaks without needing a kill; lets you reset stealth mid-fight.
GrenadeMagnetic GrenadeAttaches and double-detonates; with Undermining it becomes a precise weaken delivery for a champion or priority target.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight; the next melee while invis weakens. DMT kills on weakened targets = free re-invis.
Aspect 2Vanishing StepDodging makes you invisible — turns your reload/reposition button into the stealth button, the core of "always a ghost."
FragmentsPersistence · Starvation · Harvest · UnderminingStretch the invis/Devour windows, make Devour self-sustaining off weakened kills, and arm the weaken that triggers Stylish and DMT.
Exotic armourGraviton Forfeit (Helmet)Vanishing Shadow — extends every invis effect, refunds abilities faster while invisible, and grants a Void Overshield at max stacks. The pure-invis engine.
WeaponsVoid wave-frame GL (energy) + Machine Gun / Rocket (heavy)The GL adds AoE clear and a second weaken/volatile source; the heavy delivers the boss/heavy DPS DMT's primary mag can't.
Fragments

Why it works (the mechanics)

Stats & mods

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

Mods:

Artifact — Slayer Baron Apothecary Satchel

This Void-leaning artifact mirrors the build's own engine: weakened kills become Devour and Void Breaches, and every Breach pickup turns DMT's next shots into weakening damage — closing the Weaken → Breach → Devour loop the Echoes already run. This is economy, not a champion stun pool.

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 (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).