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.
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.
| 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 + 35% weaken; 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); also the Void status Trapper's wants. |
| Grenade | Vortex Grenade | Lingering AoE for kills that feed the Vermin reload; weakens with Undermining. |
| Aspect 1 | Dodging makes you invisible — a second invis source that re-loads the mag at the same time (re-arms Vermin). | |
| Aspect 2 | 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 | Extends every invis, regens grenade/melee/class faster while invisible, Void Overshield at max stacks. | |
| Weapon 2 | A | |
| Weapon 3 | Heavy: Machine Gun or a Void rocket for bosses/champions the primary can't execute. |
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.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (3/10) | Heavy Ammo Finder 1e | Increases the effect of all contributions towards the Heavy ammo meter. |
| Harmonic Siphon 1e | Rapid 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 1e | Rapid 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 fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (7/10) | Ammo Reserves 3e | |
| Void Resistance 1e fill | Reduces incoming Void damage from combatants. | |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Legs (7/10) | Void Scavenger 1e | Void weapons get bonus reserves when picking up ammo used by that weapon. |
| Void Weapon Surge 3e | Your 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 | 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) | Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Powerful Attraction 2e | Automatically collects nearby Orbs of Power when you activate your class ability. | |
| Bomber 1e fill | 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).