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Void

Edge of Action — Volatile Tide (Void Hunter)

Invis → Volatile self-replicating add-clear + overshield tank
Edge of Action on light.gg
✓ Manifest Void · Special · 55 RPM · No intrinsic champion

Centerpiece: Edge of Action (Glaive · Special · Void) · Subclass: Nightstalker (Void) · Role: Invis → Volatile self-replicating add-clear + overshield tank Sandbox: 9.7.0 · Updated 2026-07-03

A Void glaive whose every projectile kill spits a volatile detonation and reloads you straight into Volatile Rounds. The whole build exists to keep that loop lit: emerge from invis for more Volatile, kill Void-debuffed targets for an overshield, and feed off dodges and finishers so you never leave invisibility or the charged state. Stab the priority, fling charged projectiles into the pack, watch them pop — then vanish and do it again.

The weapon

Edge of Action (intrinsic): "Melee and projectile damage charge this weapon. When fully charged, [Alternate Weapon Action] to enable a special projectile attack. Projectile final blows create a volatile detonation and grant Volatile Rounds."

Edge of Action Catalyst — Repulsor Brace: "Defeating a Void-debuffed target grants an overshield."

Melee swipes and projectile hits charge the glaive; when full, Alt-Fire enables a special projectile barrage. Kills with those projectiles detonate volatile on the corpse — chaining AoE into the surrounding pack — and refresh Volatile Rounds, so your next shots are already volatile before you even re-charge. Volatile is a Void debuff, so the catalyst's Repulsor Brace reads every volatile kill as a Void-debuffed kill and hands you a free overshield on loop. The glaive's own guard also throws up a frontal shield while it charges. It is a Special-ammo weapon (Void, 55 RPM), so it shares the Special brick economy with whatever you slot alongside it, and it carries no intrinsic Champion stun — champions are the kit's job, not the gun's.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Only subclass that turns invis into a weapon buff; Volatile and Weaken are native.
SuperShadowshot: DeadfallWeakens a whole pack — Void-debuffed targets for Repulsor Brace plus a damage debuff for the glaive's burst, and it suppresses for lockdown.
Class abilityGambler's DodgeMelee energy back near enemies → recharges the dodge → invis (Vanishing Step) → Volatile.
MovementHigh JumpExtra vertical to reposition to melee range and reset lines of sight while charging.
MeleeSnare Bomb (Quickfall)Smoke weakens on hit — on-demand Void debuff that arms the catalyst overshield without spending the glaive.
GrenadeVortex GrenadeLingering Void zone; with Undermining it weakens the pack and feeds Instability Volatile.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill grants invisibility and Truesight; your volatile/weaken kills proc it constantly.
Aspect 2Vanishing StepDodging makes you invisible — routes the dodge loop straight into Gyrfalcon's Volatile-on-emerge.
FragmentsInstability · Undermining · Harvest · StarvationGrenade Volatile · grenade Weaken · debuffed kills → Orb + Void Breach · pickup → Devour.
Exotic armourGyrfalcon's Hauberk (Chest)Emerging from invis grants Volatile Rounds to Void weapons; finisher-in-invis grants all-weapon damage + a deployable reserve overshield.
WeaponsGraviton Lance (Primary) + Void MG/GL with Destabilizing Rounds (Heavy)Graviton chains Void kills on trash beneath the glaive; the heavy spreads Volatile across the room as a fourth source and DR fuel.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is a flat PvE damage multiplier vs minors and majors — straight onto the glaive burst. Health for the GM floor; Class to keep Gambler's Dodge (the invis engine) charged. The archetype leans grenadier/weapons — Void debuff uptime plus damage over raw survivability, since overshield + Devour + invis already carry the defence.

Mods:

Artifact — NPA Repulsion Regulator

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 (4/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces incoming Solar damage from combatants.
Void Resistance 1e fillReduces incoming Void 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.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Class Item (5/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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). Flex/loadout-dependent: heavy. - **Anti-Champion:** none on the glaive — Deadfall suppresses (Overload behaviour); the secondary slots carry Barrier/Unstoppable frames.