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Void

Le Monarque — Plague Doctor (Void Hunter)

Overload-stunning poison/volatile DoT engine with a self-sustaining invis loop
Le Monarque on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Void · Primary · Overload

Centerpiece: Le Monarque (Combat Bow · Primary · Void) · Subclass: Nightstalker (Void) · Role: Overload-stunning poison/volatile DoT engine with a self-sustaining invis loop Sandbox: 9.7.0 · Updated 2026-07-03

One bow that does two debuffs at once. A perfectly-drawn shot is a poison arrow that stuns Overload and spreads to the pack; layer Volatile Rounds on top and the same arrow also detonates Void on hit. Gyrfalcon's hands you the Volatile every time you leave invis, and Stylish Executioner hands invis right back for every debuffed kill. You shoot, the room rots, you vanish, repeat.

The weapon

Poison Arrows (intrinsic): "Arrows fired while perfectly drawn become poison arrows. Precision hits with poison arrows stun the combatant and spread poison to nearby ones. Strong against [Disruption] Overload Champions."

Catalyst — Unrelenting: "Rapidly defeating targets triggers health regeneration. Guardians and powerful combatants count as more than one kill."

A Void Primary combat bow. Hold to perfect draw — the brief window at full draw — and the arrow becomes poisonous: a precision hit stuns the target and sprays a ticking poison DoT onto everyone nearby. That is a primary-ammo intrinsic Overload stun with no archetype dependency and built-in add-clear, so neither of your other two slots has to tax itself for Overload. The poison DoT is damage you didn't pay ammo for, and it stacks on top of any debuff you layer underneath it. The catalyst's Unrelenting turns the resulting kill streaks into health regen, so the bow sustains itself without spending a grenade on healing — you keep drawing and the room keeps rotting.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Volatile + invis + weaken — the three layers the bow rides on.
SuperShadowshot: DeadfallWeakening tether groups the pack so one poison arrow spreads across all of them.
Class abilityGambler's DodgeRefills melee near enemies; with Vanishing Step it doubles as the invis button.
MovementTriple JumpAir control to hold perfect-draw while repositioning.
MeleeSnare Bomb (Vanishing)Smoke debuff + weaken-on-detonate; an extra debuff source for Stylish and poison spread.
GrenadeVortex GrenadeLingering Void AoE; with Undermining it weakens a whole choke for the spread shot.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invisibility + Truesight; poison and Volatile both count, so invis is free.
Aspect 2Vanishing StepDodging turns you invisible — the deliberate invis trigger that re-arms Gyrfalcon on demand.
FragmentsUndermining · Harvest · Starvation · CessationWeaken multiplier, Orb/Breach generation, Devour sustain, plus a second Volatile source.
Exotic armourGyrfalcon's Hauberk (Chest)Emerge from invis → Volatile Rounds on the Void bow, so every arrow carries two payloads.
WeaponsVoid Special (Barrier/Unstoppable frame) + Heavy (boss DPS)Cover the champions the bow can't and bring a damage phase; a Void Special keeps Gyrfalcon relevant on a second gun.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons boosts PvE bow damage and the poison ticks; Health carries survivability under invis/Devour; Class feeds Gambler's Dodge and Vanishing Step, the invis engine. Archetype lean: Weapons/Class-favoured pieces with Health as the secondary.

Mods:

Artifact — NPA Repulsion Regulator

The pure-Void artifact for a pure-Void bow: it doubles the build's Volatile uptime and turns the flood of Void Breaches into overshields, weaken pulses and Devour fuel, while covering the Overload grenade gap the bow's spread can then ignore.

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 (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect 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 (3/10)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.
Bomber 1eReduces grenade cooldown when using 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).