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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Volatile + invis + weaken — the three layers the bow rides on.
Super
Shadowshot: Deadfall
Weakening tether groups the pack so one poison arrow spreads across all of them.
Class ability
Gambler's Dodge
Refills melee near enemies; with Vanishing Step it doubles as the invis button.
Movement
Triple Jump
Air control to hold perfect-draw while repositioning.
Melee
Snare Bomb (Vanishing)
Smoke debuff + weaken-on-detonate; an extra debuff source for Stylish and poison spread.
Grenade
Vortex Grenade
Lingering Void AoE; with Undermining it weakens a whole choke for the spread shot.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invisibility + Truesight; poison and Volatile both count, so invis is free.
Aspect 2
Vanishing Step
Dodging turns you invisible — the deliberate invis trigger that re-arms Gyrfalcon on demand.
Fragments
Undermining · Harvest · Starvation · Cessation
Weaken multiplier, Orb/Breach generation, Devour sustain, plus a second Volatile source.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Emerge from invis → Volatile Rounds on the Void bow, so every arrow carries two payloads.
Weapons
Void 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
Echo of UnderminingVoid grenades weaken — the spread-multiplier for the poison shot
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour, the sustain
Echo of Cessation (finisher → volatile burst; a second Volatile source). Drop in Echo of Persistence if you want longer invis/Devour windows
Why it works (the mechanics)
One arrow, two debuffs. Poison is the weapon's intrinsic; Volatile is Gyrfalcon's See Me, Feel Me. They live on the same perfectly-drawn shot: the poison stuns Overload and spreads a DoT, while the Volatile detonation explodes the target and chains Void damage to neighbours. You get an Overload stun and an AoE Void burst out of a single primary-ammo bolt.
The invis loop is self-sustaining, so Volatile is always up. Stylish Executioner grants invis on any elemental-debuffed kill, and your own poison/Volatile arrows manufacture those debuffs. Kill a debuffed target → go invis → emerge → Volatile Rounds re-applied → next arrow makes new debuffs → kill → invis. Gyrfalcon never goes quiet because you never stop feeding it.
Weaken is the spread-multiplier. Echo of Undermining (on Vortex) and Deadfall both group-and-weaken the pack; one perfect-draw precision hit then sprays poison across weakened targets. Weaken is a debuff-bucket multiplier, so it boosts the poison ticks, the Volatile detonation, and every fireteam weapon hitting the same enemies.
Champion coverage is intrinsic and ammo-free. Poison precision hits stun Overload with no special/heavy tax — a Primary-ammo Overload answer that frees both other slots to carry Barrier and Unstoppable frames instead.
It heals itself two ways. The catalyst's Unrelenting triggers health regen on rapid kills (and poison spread makes rapid kills trivial), while Echo of Starvation grants Devour off the Breaches and Orbs that Echo of Harvest spawns from weakened kills. No heal grenade needed.
Truesight and invis are the survivability floor. Stylish hands both on every loop; Gyrfalcon's finisher clause layers a deployable reserve overshield and an ally damage buff on top whenever you choose to cash a finisher in.
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:
Boots: Void Weapon Surge ×2 (stacked surge onto Le Monarque) · Bow Scavenger / Orbs of Restoration.
Arms: Bow Loader + Bow Targeting for perfect-draw consistency.
Chest: Arc/Solar/Void Resistance under the reserve-overshield layer.
Surge: Void Weapon Surge (matches the bow's element).
Anti-Champion: Overload is covered by the bow itself — bring Barrier/Unstoppable frames on the other two slots for the rest.
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.
Volatile Flow re-arms Void Volatile Rounds on Orb pickup — a second source on top of Gyrfalcon's, so the bow is rarely without a Volatile payload.
Unto The Breach spawns a Void Breach on every Void-debuffed kill, feeding the Harvest/Starvation Devour loop with a steady stream of pickups.
Protective Breach grants or refreshes an overshield when you collect a Breach — survivability that overlaps with the invis windows.
Overload Grenades lets the Vortex grenade stun Overload, so the bow's spread shot is freed for pure clear rather than champion duty.
Bricks From Beyond drops Heavy ammo on Void weapon powerful kills, keeping the DPS slot fed for damage phases.
Supernova fires a weakening pulse on Breach pickup — extra Weaken, the spread-multiplier the whole loop rides on.
Void Weapon Channeling grants a temporary Void damage bonus on Void weapon kills, stacking straight onto Le Monarque.
Where it shines
Endgame add-density (GMs, Master Lost Sectors, Nightfalls): poison spread plus Volatile chains turn one perfect-draw shot into AoE clear, and constant invis keeps you alive in −30/−40 content.
Sustained control / survival content: the invis + Devour + Unrelenting stack means you rarely drop below full, so you can hold a lane indefinitely.
Not a boss-DPS pick: Le Monarque is a clear/control tool and poison is chip damage — bring the Heavy slot for damage phases.
Champion coverage: breaks Overload intrinsically and for free off poison precision hits; Barrier and Unstoppable are NOT covered by the bow — carry those frames on the Special and Heavy slots (Overload Grenades on the artifact is a backup, not the primary answer).
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 (6/10)
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect 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 (3/10)
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.
Bomber1e
Reduces 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).