← Back
Void

Ruinous Effigy — Sphere Warden (Void Hunter)

Add-clear engine — turn the room into Void spheres, debuff everything, stay invisible
Ruinous Effigy on light.gg
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 · Special · 1000 RPM · No intrinsic champion

Centerpiece: Ruinous Effigy (Trace Rifle · Special · Void) · Subclass: Nightstalker · Role: Add-clear engine — turn the room into Void spheres, debuff everything, stay invisible Sandbox: 9.7.0 · Updated 2026-07-03

Ruinous Effigy is a beam that turns corpses into bombs. Every final blow drops a Void Transmutation sphere you pick up and swing as a melee object — its slam volatiles a whole pack, its heavy suppresses, and the spheres are the build. A Void Hunter wraps invisibility and Volatile Rounds around the beam so the first kill snowballs: kill → sphere → slam → debuffed kills → invis → Volatile Rounds reload the loop → kill. Nothing in the room stays upright for long, and you're rarely visible while it happens.

The weapon

Transmutation (intrinsic): "Collapses targets into spheres of Void energy."

Exotic perk: "Final blows with this weapon collapse victims into Void Transmutation spheres."

Evolution (held sphere): "Transmutation spheres you create can be picked up and wielded as weapons by you or your allies. • [Light Attack]: Light attack • [Heavy Attack]: Suppressing heavy attack • [Block]: Guard/drain nearby targets."

Catalyst — Deconstruction: "This weapon gains increased damage after using a Transmutation sphere to damage powerful combatants or deal final blows."

What it does: the beam itself is a modest-DPS 1000-RPM Void Special trace rifle. The value is the sphere economy. Kill anything with the beam → a sphere spawns → interact to hold it → it replaces your weapon with a Void melee object. Light attacks fire a tracking Void blast; the heavy attack is a ground slam that deals AoE Void damage and suppresses; holding block drains nearby targets. Slamming into a pack chunks the whole group, and with the build's Volatile Rounds active on the beam, the kills you rack up keep making more spheres. The catalyst then ramps the beam's damage every time a sphere hits or kills a powerful target — so the more you commit to the sphere loop, the harder the beam hits when you swap back.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Ruinous Effigy is a Void gun making Void spheres — every Void verb (Volatile, Weaken, Invis, Devour, Void Breach) feeds it.
SuperShadowshot: DeadfallWeaken + suppress + groups a pack for a long sphere-farm window; tether'd kills feed Stylish/Harvest.
Class abilityGambler's DodgeMelee energy near enemies; with Vanishing Step it's an on-demand invis → Volatile Rounds button.
MovementStrafe JumpReliable mid-air control to reposition between slams and stay off the ground while re-entering invis.
MeleeSnare BombSmoke marks/weakens for a guaranteed debuffed kill → Stylish invis when the room is quiet.
GrenadeVortex GrenadeLingering Void AoE; with Echo of Undermining it weakens the pack → instant Volatile + Devour fuel.
Aspect 1Stylish Executioner"Defeating a target that is suppressed, weakened, or volatile grants invisibility and Truesight." The debuffs you make nonstop = free invis.
Aspect 2Vanishing Step"Dodging makes you invisible." On-demand invis to proc Gyrfalcon's Volatile Rounds whenever the loop stalls.
FragmentsUndermining · Harvest · Starvation · InstabilityWeaken → Void Breach/Orb → Devour → a second Volatile source; see line below.
Exotic armourGyrfalcon's Hauberk (Chest)"See Me, Feel Me: Your Void weapons gain Volatile Rounds after you emerge from being invisible..." — the invis→Volatile engine.
WeaponsKinetic primary + HeavyPrimary lands the first kill to start the sphere chain; Heavy (MG or Heavy GL/LFR) covers the single-target DPS spheres don't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. Weapons boosts the beam's PvE damage vs minors/majors (stacks on Volatile + Weaken); Class feeds Gambler's Dodge / Vanishing Step uptime (your invis → Volatile engine); Health for GM survivability under Devour.

Archetype lean: Brawler / Specialist pieces (Weapons + Class), Grenadier on the gauntlets if you lean harder on grenade-Volatile.

Mods:

Artifact — NPA Repulsion Regulator

The all-Void artifact for an all-Void build: it turns the orbs and Void Breaches the kit already floods out into more Volatile uptime, overshields, and a weakening pulse, while Overload Grenades plugs the one gap the beam can't — Overload stun on your Vortex Grenade.

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 (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (7/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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).