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Void

Deathbringer — Death From Above (Hunter)

Add-clearing / miniboss-deleting Void rain that feeds the whole kit
Deathbringer on light.gg
Your gear best achievable Super 125 / 200 target — 75 short — needs better rolls
Health 103 · Melee 28 · Grenade 9 · Super 125 · Class 8 · Weapons 68 · armour only; stat mods + fragments add more
✓ Manifest Void · Heavy · 15 RPM · No intrinsic champion

Centerpiece: 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 · Updated 2026-07-03

Fire it high, hold the trigger, let the rocket hang, then release over a pack and rain Void death down. The higher and longer the projectile falls, the harder its raining orbs hit — so the iconic play is to take the high ground, lob it, and detonate. On Void Nightstalker every orb-kill 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 (intrinsic): "Fires remotely detonated projectiles that drop Void orbs on combatants. [Shoot]: Fire; release to detonate."

Dark Descent (perk): "The further a Void orb falls, the more powerful its detonation becomes."

Catalyst — Dead Weight: "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 further each orb 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: put yourself above the pack, lob, hold, release, and the Void rain sorts the rest.

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; keeps Snare Bomb up for invis + weaken between rockets.
MovementTriple JumpSustained air control to reach and hold the high ground Dark Descent rewards — more fall distance = harder orbs.
MeleeSnare Bomb (Smoke Bomb)Weakens on hit and goes invis — applies the elemental debuff Stylish Executioner and Echo of Harvest pay out on.
GrenadeVortex GrenadeLingering Void well that weakens (via Undermining) — 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 targets = free invis + Truesight, every rocket.
Aspect 2Trapper's AmbushAir-dive that damages a pack on impact, "greatly increased if striking while you have any Void status effect" — sets up the weaken from the air before the rain lands.
FragmentsUndermining · Harvest · Starvation · Reprisal (+Instability)Weaken-in, orbs/breaches/Devour/Super-out — the whole payout chain off the orb-kills.
Exotic armourOrpheus Rig (Leg Armor)"Provides ability energy for each target tethered by Deadfall anchors." Turns a fat tether into a near-instant Super refund, so you spend Deadfall liberally to weaken-and-hold for the rain.
WeaponsKinetic Primary (Barrier) + Void Special (Unstoppable)Deathbringer eats Heavy; the other two slots carry the champion stuns the subclass can't and the single-target the orbs aren't for.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Health → 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 next 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.

Archetype lean: lead with Super-favouring pieces (Brawler / Powerhouse spread), paired with a Health- and Class-leaning piece so the dump stat (Weapons) doesn't gut survivability.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Void column on this artifact mirrors the build's loop exactly — Weaken in, Devour and Void Breaches out, then those Breaches pulse back into more Weaken. It adds no champion coverage of its own — the pool's only breaker (Kinetic Impacts → Unstoppable) is a Grenade Launcher mod this build doesn't run — so champions stay on the subclass and the other two guns.

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 (8/10)Weapon Loader (faster reload) 3e
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (9/10)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.
Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).