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Void

Rat King — Plague Rats (Void Hunter)

Solo invis-loop survivability + add-clear that never stops vanishing
Rat King on light.gg
✓ Manifest Kinetic · Primary · 300 RPM · No intrinsic champion

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

SlotPickWhy
SubclassNightstalker (Void)The invisibility subclass — stacks two more invis sources on top of Vermin and makes invis do things.
SuperShadowshot: DeadfallTether groups and weakens them; the panic button and an elemental-debuff igniter for Stylish.
Class abilityGambler's DodgeReloads on dodge (re-arms Vermin) and refunds melee near enemies.
MovementTriple JumpAir control to reposition while invisible.
MeleeSnare BombOn-demand smoke → invis + weaken (debuff for Stylish); the Void status the build wants.
GrenadeVortex GrenadeLingering AoE for kills that feed the Vermin reload; weakens with Undermining.
Aspect 1Vanishing StepDodging makes you invisible — a second invis source that reloads the mag at the same time (re-arms Vermin).
Aspect 2Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight; next melee while invis weakens. A third invis source off your weaken kills.
FragmentsEcho of Persistence · Echo of Obscurity · Echo of Starvation · Echo of HarvestSee below.
Exotic armourGraviton Forfeit (Helmet)Extends every invis, regens grenade/melee/class faster while invisible, Void Overshield at max stacks.
WeaponsCenterpiece: 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

Why it works (the mechanics)

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:

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.

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 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (9/10)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.
Void Weapon Surge 3e fillYour 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)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). Flex/loadout-dependent: not the Kinetic sidearm). - **Anti-Champion:** none intrinsic to Rat King — bring stuns on the Void Special / Heavy (see Champion coverage).