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Void

Deathbringer — Death From Above (Hunter)

Add-clearing / miniboss-deleting Void rain that feeds the whole kit
✓ Manifest Void · Heavy · 15 RPM · No intrinsic champion

Weapon: Deathbringer (Rocket Launcher · Heavy · Void) · Subclass: Nightstalker (Shadowshot: Deadfall) · Role: Add-clearing / miniboss-deleting Void rain that feeds the whole kit Sandbox: 9.7.0 · Created 2026-06-16

Fire it high, hold the trigger, let the rocket hang, then release over a pack and rain Void death down on them. The higher and longer the projectile falls, the harder its raining orbs hit (Dark Descent) — so the iconic play is to take the high ground, lob it, and detonate. On Void Nightstalker every one of those orb-kills is Void damage, so the gun isn't a damage button bolted onto an ability build — it is the engine: weaken the pack with the tether, drop the rain on the weakened, and the kills hand you orbs, breaches, Devour and invis.

The weapon

Dark Deliverance (verbatim): "Fires remotely detonated projectiles that drop Void orbs on combatants. [Shoot]: Fire; release to detonate."

Catalyst — Dead Weight (verbatim): "Increases how quickly Dark Descent reaches its full potential."

What it does: you hold the trigger to launch and hold the projectile in the air, then release to detonate — at which point it drops a cluster of homing Void orbs onto everything beneath it. The orbs' damage scales with Dark Descent: the longer the projectile falls (the higher you fire it from / the longer it hangs), the more lethal the rain. The catalyst (Dead Weight) ramps Dark Descent to full faster, so you don't need a sniper's nest of altitude to get full-power orbs — a normal arc over a pack is enough. It's a single-trigger AoE delete that you aim by positioning, not by leading the target.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Deathbringer's orbs are Void — the whole debuff/orb economy is native, not bolted on.
SuperShadowshot: DeadfallAnchoring tether suppresses + weakens the pack and holds it still — a perfect, stationary target cluster for the orb rain.
Class abilityGambler's DodgeRefunds melee near enemies; pairs with Trapper's Ambush / keeps Snare Bomb up for invis + weaken.
MeleeSnare Bomb (Smoke Bomb)Weakens on hit and goes invis — applies the debuff Stylish Executioner and Echo of Harvest pay out on.
GrenadeVortex GrenadeLingering Void well that weakens (via Undermining) and re-detonates with Volatile — a second debuff source between rockets.
Aspect 1Stylish Executioner"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Orb-kills on weakened/volatile targets = free invis + Truesight, every rocket.
Aspect 2Trapper's AmbushAir-dive that weakens a pack on impact (greatly increased damage with a Void status) — lets you set up the weaken from the air before the rain lands. (Swap to On the Prowl if you want team marking + an extra ability feed.)
Fragments (4–5)

Exotic armour — Orpheus Rig (Leg Armor)

Uncanny Arrows: "Provides ability energy for each target tethered by Deadfall anchors. Moebius Quiver has an additional shot."

This is the keystone. Deadfall is already the build's "stand still and get shot" setup for the rain; Orpheus Rig turns a fat tether into a near-instant Super refund — tether a big pack, get most of your Super back, tether again. That means you can spend Deadfall liberally purely to weaken-and-hold the pack for Deathbringer, instead of hoarding it. The gun kills the held adds → orbs + breaches (Harvest) → Devour (Starvation) → Super energy (Reprisal) → another Orpheus-boosted tether. The rocket and the Super loop into each other.

Why this works (the mechanics)

Stats & mods

Super 200 → Health 100+ → Class. Super is the headline: it's the priority target for Orpheus-fuelled Deadfall uptime, and more tethers = more weaken = more orb-rain damage. Health 100+ to sit on the front line lobbing rockets; Class to keep Gambler's Dodge (melee refund + Snare uptime) flowing. Melee/Grenade ride along off Echo deltas and font mods.

Where it shines

### The other two weapon slots