A Void sword whose heavy attack is a Smoke Bomb: full energy → swing → you vanish and a fan of exploding Void projectiles deletes the pack. Gyrfalcon's Hauberk turns every emerge-from-invis into Volatile Rounds, so the sword pays for the gunplay and the gunplay pays for the sword. You are never visible long enough to be shot, and everything you point at is already volatile.
The weapon
Exhumation (verbatim):"Heavy attacks made with full Sword energy turn you invisible and fire exploding Void projectiles."
Catalyst — Wraithwalk (verbatim):"Faster movement while invisible."
A full-energy heavy attack does three things at once: an AoE Void projectile fan (the "exhume" burst that clears trash), and invisibility on the swing — no kill required, no melee charge, no fragment. The catalyst makes the invis state a travel tool, so you sprint between packs cloaked. The whole build is built on the fact that Heartshadow grants invis on demand, which is the single hardest thing to manufacture reliably on any other Void kit.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Only class that turns invis into a weapon system.
Super
Shadowshot: Deadfall
Tether → dramatic weaken + suppress, groups the pack, sets up Stylish kills.
Class ability
Gambler's Dodge
Melee energy near enemies; with Vanishing Step it's an on-demand invis + Volatile re-proc.
Melee
Snare Bomb (Quickfall)
Manual Smoke Bomb → invis + weaken on detonation; redundant Volatile trigger when the sword's on cooldown.
Grenade
Magnetic Grenade
Attaches + double-detonates; with Undermining = guaranteed weaken on a priority/champion.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight; next melee while invis weakens. Volatile/weaken kills feed it nonstop.
Aspect 2
Vanishing Step
Dodging makes you invisible → another scheduled Gyrfalcon Volatile-Rounds re-proc on cooldown.
Fragments (4)
Echo of PersistenceInvisibility/Overshield/Devour last longer — stretches every invis window so Wraithwalk travel + Volatile uptime both grow
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — the heal/survival layer
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source so the buff never gaps between sword swings
Exotic armour — Gyrfalcon's Hauberk (Chest)
See Me, Feel Me (verbatim):"Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability."
This is the iconic Heartshadow pairing. Heartshadow is the cleanest invis source in the game (heavy swing, no kill needed); Gyrfalcon pays out the instant you emerge from invis. So the core loop is: heavy-swing → invis → step out → every Void weapon now has Volatile Rounds. The sword manufactures the exact state Gyrfalcon wants, on a button, repeatedly.
Why this works (the mechanics)
The sword is a free invis button, and invis is the build's currency. Most Gyrfalcon builds beg for invis (Snare Bomb cooldown, Stylish kills, Vanishing Step). Heartshadow grants it on a full-energy heavy with no kill requirement — so the Volatile-Rounds tap is never dry.
Emerge-from-invis = Volatile Rounds on every Void gun (Gyrfalcon). Pair a Void primary/special and your between-swing gunplay is permanently volatile. Volatile is a debuff that detonates for AoE Void damage and procs more invis feed via Stylish.
Three independent invis sources keep Gyrfalcon firing on a timer. Sword heavy (Exhumation), Dodge (Vanishing Step), and any debuffed kill (Stylish Executioner). Whichever is off cooldown re-arms Volatile Rounds — you choose how to re-proc, you're never waiting on one source.
Volatile/weaken kills self-feed the engine. Volatile detonations and Deadfall weaken count as elemental debuffs → Stylish kills → fresh invis → emerge → Volatile again. Echo of Harvest turns those weakened kills into Orbs + Void Breaches → Echo of Starvation → Devour. Survival and damage share one kill.
Two Volatile sources mean zero downtime. Gyrfalcon (emerge-from-invis) is the primary; Echo of Instability (grenade kills) is the backstop. The buff holds through the half-second the sword's energy is recharging.
Echo of Persistence stretches everything Void. Longer invis = longer Wraithwalk travel windows and longer effective Volatile uptime per emerge, plus longer Devour. One fragment lengthens the entire chassis.
Wraithwalk makes invis the movement state, not a hiding state. You travel pack-to-pack cloaked and fast, swinging into each on full sword energy — the build moves like a stealth game, not a shooter standing in cover.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons buffs your Void primary/special (where Volatile lives and where the between-swing damage happens); Class feeds Gambler's/Vanishing-Step uptime — the invis re-proc cadence. Health for survival under Devour.
Helmet: Harmonic Siphon (Void kills → Orbs — the sword makes these in bulk) · Heavy Ammo Finder (keep sword energy/ammo topped) · Dynamo (Super on dodge).
Gauntlets: Grenade Font + Melee Font · Fastball (land the Magnetic weaken).
Chest: Void Resistance + Arc/Solar Resistance (flat DR under Devour + Gyrfalcon's reserve overshield).
Boots:Void Weapon Surge ×2 (≈+17% to the Volatile Void gun) · Orbs of Restoration (orb pickup → ability energy).
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an Orb) · Class Font.
Where it shines
Add-clear / endless-mode / Onslaught: the heavy-swing AoE fan + permanent Volatile Rounds melts dense packs, and the invis loop keeps you untouchable.
GM / −30/−40 content: invis-on-demand is the strongest survival primitive in the game; Devour (Starvation) + Gyrfalcon overshield are the backup layers. Deadfall's weaken + suppress is real team utility against elites.
Champion coverage (Anti-Champion 2.0):Heartshadow carries no bespoke champion stun — its heavy is AoE clear, not a stun. Champions are handled by your secondary weapons' archetypes (pick frames covering Barrier/Unstoppable) and by Deadfall's suppress (shuts down Overload regen / ability-spam elites while tethered). Weaken thins champion health for the fireteam. Slot an anti-champ secondary; do not expect the sword to stun.
The other two weapon slots
Kinetic/Stasis slot: an anti-champion primary — a frame covering the champion types the activity throws (Barrier/Unstoppable/Overload via archetype). This is your champion answer, since the sword is not.
Energy slot — a Void primary or special (mandatory). This is the gun that carries Gyrfalcon's Volatile Rounds and does your between-swing damage. Destabilizing Rounds or Repulsor Brace are bonus, but any Void weapon turns volatile on emerge. Heartshadow occupies Heavy, so the Void gun lives here.