Centerpiece: Rat King (Sidearm · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Solo invis-loop survivability + add-clear that never stops vanishing Sandbox: 9.7.0 · Updated 2026-07-03
Rat King is the invisibility weapon: reload right after a kill and you vanish, and the catalyst heals you every time you do. Most builds treat that invis as a party trick because it's a Kinetic primary with no obvious subclass home. This one makes it the engine — a Void Hunter where the gun is a third invis source stacked on Vanishing Step and Stylish, every vanish refreshes health, and Graviton Forfeit turns constant invis into constant ability regen and a free Void Overshield. You play the whole activity translucent.
The weapon
Rat Pack (intrinsic): "This fully automatic weapon becomes stronger when nearby allies also have it equipped. Stacks up to 6 times."
Vermin (trait): "Reloading immediately after a kill grants a brief period of invisibility."
Catalyst — Infestation: "Improved aim assist and recoil direction. Refreshes health on Vermin invisibility trigger."
Mechanically it's a full-auto 300-RPM Kinetic sidearm with a forgiving Range/AA profile the catalyst smooths further. Rat Pack's damage scaler only matters in a fireteam where allies also run Rat King, so this build does not lean on the stack count — it leans on Vermin. The kill → tap-reload → invis cadence is the whole point, and Infestation bolts a heal onto every invis trigger, turning add-clear into self-sustain. The loop is: kill, reload, vanish and heal, repeat — indefinitely against any add density. Because the invis is generated by shooting, not by a cooldown, uptime scales with how many things you are killing, which in add-dense content is effectively permanent.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
The invisibility subclass — stacks two more invis sources on top of Vermin and makes invis do things.
Super
Shadowshot: Deadfall
Tether groups and weakens them; the panic button and an elemental-debuff igniter for Stylish.
Class ability
Gambler's Dodge
Reloads on dodge (re-arms Vermin) and refunds melee near enemies.
Movement
Triple Jump
Air control to reposition while invisible.
Melee
Snare Bomb
On-demand smoke → invis + weaken (debuff for Stylish); the Void status the build wants.
Grenade
Vortex Grenade
Lingering AoE for kills that feed the Vermin reload; weakens with Undermining.
Aspect 1
Vanishing Step
Dodging makes you invisible — a second invis source that reloads the mag at the same time (re-arms Vermin).
Aspect 2
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight; next melee while invis weakens. A third invis source off your weaken kills.
Fragments
Echo of Persistence · Echo of Obscurity · Echo of Starvation · Echo of Harvest
See below.
Exotic armour
Graviton Forfeit (Helmet)
Extends every invis, regens grenade/melee/class faster while invisible, Void Overshield at max stacks.
Weapons
Centerpiece: Rat King (Kinetic sidearm). Energy: a Void Special (shotgun/fusion) to stay on-element for surges and add a weaken/volatile source. Heavy: Machine Gun or a Void rocket for bosses/champions the primary can't execute.
Fragments
Echo of Persistenceinvisibility/overshield/Devour last longer — directly extends every Vermin/Vanishing/Stylish vanish and the Graviton overshield
Echo of Obscurityfinisher → invis, a free re-trigger and another catalyst heal
Echo of Starvationpick up an Orb or Void Breach → Devour, a second heal layer under the catalyst
Echo of Harvest (weakened kills → Orb + Void Breach, which feeds Starvation). Snare Bomb and Vortex+Undermining supply the weaken; Harvest converts it to the orbs and breaches Starvation eats**
Why it works (the mechanics)
Three invisibility sources on one subclass, and Rat King is one of them. Vermin (kill → reload), Vanishing Step (dodge), and Stylish Executioner (debuffed kill) overlap so you're invisible nearly continuously — and every Vermin trigger is a catalyst heal, so uptime is also your health bar.
Vanishing Step double-dips the reload. Dodging reloads the weapon and grants invisibility, so a single dodge re-arms Vermin with a full mag and vanishes you without needing a kill. Gambler's Dodge near enemies also refunds melee for another Snare Bomb.
Graviton Forfeit converts uptime into an ability economy. While invisible, grenade/melee/class regen is faster and invis duration is extended (stacking with Echo of Persistence). Since you're invisible most of the fight, abilities are on a permanent discount, and at max invis stacks you get a free Void Overshield on top of the catalyst's per-vanish heal.
The catalyst is the survivability — no Devour required, but you get it anyway. Infestation heals on every Vermin trigger. Layer Echo of Starvation's Devour (fed by Harvest's orbs/breaches off weakened kills) and you have two independent heal engines plus the Graviton overshield — which is why it solos add-dense rooms a fragile Kinetic primary has no business surviving.
Weaken is the connective tissue. Snare Bomb and Vortex+Undermining apply it; Stylish converts a weakened kill into invis; Harvest converts it into orbs and breaches; Starvation converts those into Devour. One debuff feeds the invis loop, the heal loop, and the ability loop at once.
Stats & mods
Class 200 → Health → Weapons. Class regen re-arms Gambler's Dodge (the dodge that reloads Vermin and re-grants invis); Health puts a floor under the two heal layers; Weapons pushes primary damage since Rat King is your add-clear. Grenade and Melee can sit moderate — Graviton's invis regen and Gambler's refund cover ability uptime cheaply. This leans a class-ability archetype with a survivability tilt.
Mods:
Boots: Void Weapon Surge ×2 (for the Void Special) · Heavy Ammo Scavenger.
Arms: Sidearm Loader (keep Vermin fed — fast reloads are the loop).
Chest: damage-resist mods to taste; the catalyst heal covers uptime.
Surge: Void Weapon Surge (matches the Void Special, not the Kinetic sidearm).
Anti-Champion: none intrinsic to Rat King — bring stuns on the Void Special / Heavy (see Champion coverage).
Artifact — Slayer Baron Apothecary Satchel
The Void-Breach / Weaken artifact for a Void Nightstalker: it turns weakened kills into Devour and breaches, then spends those breaches back into more weaken — closing the build's whole invis-heal-weaken loop. Champions still route through Deadfall's suppress and your Void Special, so these mods are pure loop fuel and survivability.
Power From Pain grants Devour and a Void Breach on rapid finals against weakened targets — the loop's ignition off Snare Bomb / Vortex weaken.
Total Carnage gives damage resist and health on finishing a powerful combatant, reinforcing the Echo of Obscurity finisher cadence.
Void Renewal spawns Void Breaches from your Void weapon finals while Devour is up — your Void Special engines the breach economy that feeds Starvation.
Curative Orbs turns shield breaks into Orbs of Power and heals on pickups, feeding Harvest/Starvation and Powerful Attraction.
Debilitating Wave makes your finishers emit a Void weaken wave (Void Super equipped), a third weaken source for Stylish and Harvest.
Supernova converts a Void Breach pickup into a weakening pulse on your next Void damage — breaches straight back into weaken.
Served Cold gives melee energy on Void Breach pickups, re-arming Snare Bomb for more weaken and invis.
Where it shines
Solo and master/legend add-clear: continuous invis plus a per-vanish heal makes Rat King a survivability primary, not a glass cannon. You clear rooms translucent and never stop healing.
Fireteam Rat King squads: if 2–6 allies also equip it, Rat Pack ramps the damage hard — niche but devastating in coordinated groups, and the build takes it as pure upside, not a dependency.
Champion coverage: Rat King breaks nothing intrinsically (manifest lists no champion match — see Verify notes). Deadfall's tether suppresses to lock down elites and cover Overload behaviour, Snare Bomb's weaken thins champion health, and your Void Special / Heavy must carry Barrier and Unstoppable stuns. Do not bring this expecting the sidearm 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 (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 Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (9/10)
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.
Void Weapon Surge3efill
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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). Flex/loadout-dependent: not the Kinetic sidearm). - **Anti-Champion:** none intrinsic to Rat King — bring stuns on the Void Special / Heavy (see Champion coverage).