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Void

Rat King — Plague Rats (Hunter)

Solo invis-loop survivability + add-clear that never stops vanishing
✓ Manifest Kinetic · Primary · 300 RPM · No intrinsic champion

Weapon: Rat King (Sidearm · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Solo invis-loop survivability + add-clear that never stops vanishing Sandbox: 9.7.0 · Created 2026-06-16

Rat King is the invisibility weapon. Reload right after a kill and you vanish; the catalyst heals you every time you do. Most builds treat Rat King's 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 that 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 (catalyst smooths recoil further). The damage scaler (Rat Pack) only matters in a fireteam where allies also run Rat King — solo it's a baseline-strong primary, so this build does not lean on the stack count; it leans on Vermin. The kill→reload→invis cadence is the whole point, and the catalyst bolts a heal onto every invis trigger, turning add-clear into self-sustain. The loop is: kill, tap reload, vanish + heal, repeat — indefinitely against any add density.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The invisibility subclass — stacks two more invis sources on top of Vermin and makes invis do things.
SuperShadowshot: DeadfallTether groups + 35% weaken; 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); also the Void status Trapper's 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 re-loads 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.
Weapon 2A Void Special (e.g. a Void shotgun/fusion) — keeps you on-element for surges and an extra weaken/volatile source.
Weapon 3Heavy: Machine Gun or a Void rocket for bosses/champions the primary can't execute.
Fragments

Why this works (the mechanics)

Stats & mods

Class ~130 → Health 100+ → Weapons. Class regen re-arms Gambler's (the dodge that re-loads Vermin and re-grants invis); Health for the floor under the two heal layers; Weapons for primary damage since Rat King is your add-clear. Grenade/Melee can sit moderate — Graviton's invis regen and Gambler's refund cover ability uptime cheaply.

Mods: Sidearm Loader + Sidearm Scavenger (keep Vermin fed — fast reloads and reserves are the whole loop), Kinetic/Sidearm surge isn't a thing per-element the way energy surges are — slot Heavy Ammo Finder/Scavenger for the heavy and Void Weapon Surge ×2 on boots for your Void Special. Helmet: Harmonic Siphon (weapon kills → Orbs, feeding Harvest/Starvation). Class item: Powerful Attraction (dodge vacuums orbs → instant Devour/ability top-up) + Reaper.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (3/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
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 (7/10)Ammo Reserves 3e
Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (7/10)Void Scavenger 1eVoid weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (4/10)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.
Bomber 1e fillReduces 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).