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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Only class that turns invisibility into a weapon system.
Super
Shadowshot: Deadfall
Tether groups the pack and applies weaken + suppress, setting up Stylish kills.
Class ability
Gambler's Dodge
Melee energy near enemies; with Vanishing Step it becomes an on-demand invis + Volatile re-proc.
Movement
Strafe Jump
Tightest mid-air control for landing heavy swings and repositioning between cloaked sprints.
Melee
Snare Bomb (Quickfall)
Manual Smoke Bomb: invis + weaken on detonation; a redundant Volatile trigger when the sword is recharging.
Grenade
Magnetic Grenade
Attaches and double-detonates; with the artifact's weaken it locks down a priority or champion target.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill grants invis + Truesight; the next melee while invisible weakens. Volatile and weaken kills feed it nonstop.
Aspect 2
Vanishing Step
Dodging makes you invisible — a scheduled Gyrfalcon Volatile-Rounds re-proc on cooldown.
Fragments
Persistence · Harvest · Starvation · Instability
Stretch invis, convert weaken kills to Orbs/Breaches, feed Devour, and add a second Volatile source.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Emerge-from-invis grants Volatile Rounds to every Void weapon — the sword manufactures exactly this state on a button.
The Void gun carries Gyrfalcon's Volatile Rounds and does between-swing damage; the kinetic frame is your champion answer.
Fragments
Echo of PersistenceVoid buffs last longer — stretches every invis window so Wraithwalk travel and Volatile uptime both grow) · Echo of Harvest (weakened kills spawn an Orb + Void Breach) · Echo of Starvation (pick up a Breach/Orb → Devour, the heal layer) · Echo of Instability (grenade kills → Volatile Rounds, a second Volatile source so the buff never gaps between swings
Why it works (the mechanics)
The sword is a free invis button, and invis is the build's currency. Most Gyrfalcon builds beg for invisibility (Snare Bomb cooldown, Stylish kills, Vanishing Step). Heartshadow's Exhumation grants it on a full-energy heavy with no kill requirement — so the Volatile-Rounds tap is never dry.
Emerge-from-invis arms Volatile Rounds on every Void gun. See Me, Feel Me grants Volatile Rounds for 9 seconds each time you exit invisibility, so your between-swing Void gunplay is permanently volatile. Volatile is a debuff that detonates for AoE Void damage, and those kills count as elemental debuffs that re-feed 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 and are never waiting on a single source.
Volatile and weaken kills self-feed the engine. Volatile detonations and Deadfall weaken are elemental debuffs, so their kills trigger Stylish → fresh invis → emerge → Volatile again. Echo of Harvest turns those weakened kills into Orbs + Void Breaches, which Echo of Starvation converts to Devour. Survival and damage share one kill.
Two Volatile sources mean zero downtime. Gyrfalcon (emerge-from-invis, 9s) is the primary; Echo of Instability (grenade kills, 11s) is the backstop. The buff holds through the half-second the sword's energy is recharging to full.
Echo of Persistence stretches the whole Void chassis. It extends invisibility duration by 41.5%, which means longer Wraithwalk travel windows, longer effective Volatile uptime per emerge, and a longer Devour (7.5s vs 5s via Starvation). One fragment lengthens every layer at once.
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:
Boots: Void Weapon Surge ×2 (Void-gun damage while Armor Charged) · Orbs of Restoration (orb pickup → ability energy).
Arms: Grenade Font + Melee Font (fund Magnetic + Snare Bomb) · Fastball (land the Magnetic weaken at range).
Chest: Void Resistance + Arc/Solar Resistance (flat DR stacked under Devour + Gyrfalcon's reserve overshield).
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an Orb).
Surge: Void Weapon Surge (matches the Volatile Void gun for the highest-uptime damage bump).
Anti-Champion: none intrinsic to the kit — run an anti-champion secondary archetype (see coverage below).
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.
Power From Pain turns weakened final blows into Devour + a Void Breach, and this build weakens nonstop (Deadfall, Stylish melee, Magnetic).
The Thick Of It grants Sword-native Armor Charge while surrounded — exactly the state you swing into packs in, and it fuels the Void Weapon Surge boots.
Void Renewal rewards Devour + Void weapon final blows with more Void Breaches — raw loop fuel that keeps Starvation topped up.
Curative Orbs makes shield breaks drop Orbs of Power, feeding Echo of Harvest's orb economy and the Reaper class-item mod.
Debilitating Wave emits a Void weaken wave on finishers, matching Deadfall and pairing with Gyrfalcon's invisible-finisher payout.
Supernova makes picking up a Void Breach turn your next Void damage into a weakening pulse, looping weaken straight back into the engine.
Old God's Rite rains seeking Void projectiles from your weapon after a Breach, spending the Breach surplus as extra AoE damage.
Where it shines
Add-clear / endless modes (Onslaught, Nightfalls): the heavy-swing AoE fan plus permanent Volatile Rounds melts dense packs while the invis loop keeps you untouchable.
GM / −30 to −40 content: invis-on-demand is the strongest survival primitive in the game; Devour (Starvation) + the Gyrfalcon reserve overshield are the backup layers, and Deadfall's weaken + suppress is real team utility against elites.
Champion coverage: Heartshadow carries no intrinsic champion stun — its heavy is AoE clear, not a stagger. Deadfall's suppress shuts down Overload regen and ability-spam elites while tethered, and weaken thins champion health for the fireteam, but the actual stun must come from your secondary weapon's archetype (bring a frame covering Barrier/Unstoppable/Overload for the activity). Do not expect the sword to break champions.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (4/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Legs (7/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically 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).