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Void

Heartshadow — Wraithwalk (Void Hunter)

Invis-loop add-clear + Volatile-Rounds engine
Heartshadow on light.gg
✓ Manifest Void · Heavy · No intrinsic champion

Centerpiece: Heartshadow (Sword · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Invis-loop add-clear + Volatile-Rounds engine Sandbox: 9.7.0 · Updated 2026-07-03

A Void sword whose heavy attack is a Smoke Bomb: full energy, one swing, and you vanish while 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 (intrinsic): "Heavy attacks made with full Sword energy turn you invisible and fire exploding Void projectiles."

Wraithwalk (catalyst): "Faster movement while invisible."

A full-energy heavy attack does two things at once: it fires an AoE fan of exploding Void projectiles (the "exhume" burst that clears trash) and turns you invisible on the swing — no kill required, no melee charge, no fragment. That last property is the whole point: Heartshadow grants invisibility on demand, the single hardest state to manufacture reliably on any other Void kit. Every other invis source in the game is conditional (a kill, a cooldown, a Stylish trigger); the sword is a button. The catalyst then converts that invis into a travel state, so you sprint between packs cloaked and arrive with the sword recharged to full for the next heavy. The play pattern is a stealth-game rhythm — cloak, close, swing, vanish, repeat — with the between-swing gunplay carrying the sustained damage.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Only class that turns invisibility into a weapon system.
SuperShadowshot: DeadfallTether groups the pack and applies weaken + suppress, setting up Stylish kills.
Class abilityGambler's DodgeMelee energy near enemies; with Vanishing Step it becomes an on-demand invis + Volatile re-proc.
MovementStrafe JumpTightest mid-air control for landing heavy swings and repositioning between cloaked sprints.
MeleeSnare Bomb (Quickfall)Manual Smoke Bomb: invis + weaken on detonation; a redundant Volatile trigger when the sword is recharging.
GrenadeMagnetic GrenadeAttaches and double-detonates; with the artifact's weaken it locks down a priority or champion target.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill grants invis + Truesight; the next melee while invisible weakens. Volatile and weaken kills feed it nonstop.
Aspect 2Vanishing StepDodging makes you invisible — a scheduled Gyrfalcon Volatile-Rounds re-proc on cooldown.
FragmentsPersistence · Harvest · Starvation · InstabilityStretch invis, convert weaken kills to Orbs/Breaches, feed Devour, and add a second Volatile source.
Exotic armourGyrfalcon's Hauberk (Chest)Emerge-from-invis grants Volatile Rounds to every Void weapon — the sword manufactures exactly this state on a button.
WeaponsVoid primary/special (energy) + anti-champion primary (kinetic)The Void gun carries Gyrfalcon's Volatile Rounds and does between-swing damage; the kinetic frame is your champion answer.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons buffs your Void primary/special, where Volatile lives and where the between-swing damage happens; Health carries survival under Devour and the Gyrfalcon overshield; Class feeds Gambler's/Vanishing-Step uptime — the invis re-proc cadence. The lean is a weapons-primary add-clear archetype with a health backbone.

Mods:

Artifact — Slayer Baron Apothecary Satchel

A pure Void-loop amplifier for the Heartshadow chassis: it converts the build's constant weaken (Deadfall, Stylish, Magnetic) into Devour and Void Breaches, then spends those Breaches on more Void damage and re-applied weaken — closing the Echo of Harvest → Starvation loop. Champions stay delegated to your anti-champ secondary; Deadfall's suppress and the weaken pressure thin the elites this feeds.

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)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (4/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Solar Resistance 2eReduces incoming Solar 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.
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).