Add-clear engine — turn the room into Void spheres, debuff everything, stay invisible
✓ Manifest Void · Special · 1000 RPM · No intrinsic champion
Weapon: 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 · Created 2026-06-16
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 weapon — its slam volatiles a whole pack, its block 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 → volatile chain → debuffed kills → invis → Volatile Rounds reload the beam → kill. Nothing in the room is upright for long, and you're rarely visible while it happens.
The weapon
Transmutation (exotic perk):"Final blows with this weapon collapse victims into Void Transmutation spheres." The intrinsic also reads "Collapses targets into spheres of Void energy," and the held sphere's Evolution behaviour: "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."
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 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 a draining beam. 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 kills or hits a powerful target — so the more you commit to the sphere loop, the harder the beam hits when you swap back.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Ruinous Effigy is a Void gun making Void spheres — every Void verb (Volatile, Weaken, Invis, Devour, Void Breach) feeds it.
Super
Shadowshot: Deadfall
35% weaken + suppress + groups a pack for a long sphere-farm window; tether'd kills feed Stylish/Harvest.
Class ability
Gambler's Dodge
Melee energy near enemies; with Vanishing Step it's an on-demand invis → Volatile Rounds button.
Melee
Snare Bomb
Smoke marks/weakens for a guaranteed debuffed kill → Stylish invis when the room is quiet.
Grenade
Vortex Grenade
Lingering Void AoE; with Echo of Undermining it weakens the pack → instant Volatile + Devour fuel.
Aspect 1
Stylish Executioner
"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Volatile/Weaken kills (which you make nonstop) = free invis.
Aspect 2
Vanishing Step
"Dodging makes you invisible." On-demand invis to proc Gyrfalcon's Volatile Rounds whenever the loop stalls.
Fragments (4)
Echo of UnderminingVoid grenades weaken — the debuff that turns kills into Stylish invis
Echo of Harvestweakened kills → Orb of Power + Void Breach
Echo of Starvationpick up a Void Breach or Orb → Devour
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source alongside Gyrfalcon's
Exotic armour — Gyrfalcon's Hauberk (Chest):"See Me, Feel Me: Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration."
Other two weapon slots:
Primary (Kinetic): a reliable add-clear primary — e.g. an SMG or auto with Repulsor Brace + Destabilizing Rounds if you go Void instead, but a clean Kinetic primary works because Ruinous Effigy is your Special. Use it only to get the first kill that starts the sphere chain.
Heavy: any boss/DPS option — Machine Gun or a Heavy GL/LFR. The build is an ad-clear/debuff engine; Heavy covers the single-target damage the spheres don't.
Why this works (the mechanics)
The sphere loop is self-feeding and that's the whole build. Beam kill → sphere → slam suppresses + chunks a pack → those kills make more spheres → you never run out of spheres as long as the room has bodies. Ruinous Effigy is one of the few weapons whose ammo economy is "kill things," so it sustains itself in any add-dense activity.
Volatile Rounds keep the beam fed without aiming for ammo. Gyrfalcon's grants Volatile Rounds every time you leave invis, and Echo of Instability grants them off grenade kills. Volatile makes Void weapon hits explode in AoE, which means the beam now kills clusters → more spheres, faster. Two Volatile sources means it's basically always on.
Invisibility is free and constant. Stylish Executioner gives invis on any elemental-debuffed kill — and this build debuffs everything (Volatile from Gyrfalcon, Weaken from Undermining grenades + Deadfall + Snare Bomb, Suppress from the sphere slam). Vanishing Step is the manual backup. So you re-enter invis constantly → which re-grants Volatile Rounds → which makes the kills that re-grant invis. Closed loop.
Weaken is a debuff-bucket multiplier for the fireteam. Undermining grenades, Deadfall's 35% tether, and Snare Bomb all weaken. Weaken multiplies on top of every weapon perk for everyone shooting the target — so even though the beam is low base DPS, the room's effective damage (yours + allies') is inflated, and the spheres' suppress shuts down elite abilities.
Devour is the survivability layer. Weakened kills make Void Breaches + Orbs (Echo of Harvest); picking either up grants Devour (Echo of Starvation), which heals to full on every kill and extends grenade energy. You're invisible, healing on kill, and suppressing whatever you can't out-DPS.
The catalyst rewards committing to spheres. Deconstruction ramps the beam's damage after a sphere damages/kills a powerful combatant — so the correct play (slam spheres into majors) directly buffs the beam you swap back to.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons stat 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.
Archetypes: Brawler / Specialist pieces (Weapons + Class), Grenadier on the gauntlets if you lean harder on grenade-Volatile.
Mods, by piece:
Helmet: Harmonic Siphon (Void weapon kills → Orbs — you make floods of them) · Ashes to Assets (Super on ability kills).
Gauntlets: Grenade Font · Heavy Handed (melee energy on melee kills — keeps Snare Bomb up for the manual debuff).
Chest: Void Resistance + one other elemental Resist under the Devour/invis layers.
Boots:Void Weapon Surge ×2 (≈+17% to the beam) · Orbs of Restoration (orb pickup → ability energy).
Class item: Powerful Attraction (dodge vacuums your orbs/Breaches → instant Devour) · Reaper · Class Font.
Special Ammo Finisher is worth a slot — Ruinous Effigy is Special ammo, and the loop wants you topped up to start each engagement (after which spheres carry it).
Where it shines
Add-dense PvE: GM Nightfalls, Legend/Master content, Onslaught, seasonal add-clear. This is its home. Dense rooms = endless spheres = endless invis + Volatile + Devour. The more enemies, the stronger the loop.
Team utility: spheres can be picked up by allies, and the slam's suppress + the build's weaken make you the fireteam's debuff/crowd-control anchor. Deadfall groups and weakens for everyone.
Champion coverage — flag this. Ruinous Effigy is an exotic Trace Rifle with no stated intrinsic champion stun in the manifest, and Anti-Champion 2.0 ties stuns to archetypes (Aggressive/High-Impact → Unstoppable; Precision/ Adaptive → Barrier; Lightweight/Rapid-Fire → Overload) — none of which the encyclopedia assigns to this gun. Treat the beam as carrying no champion stun. Cover champions through the kit instead: Deadfall suppress + Snare Bomb/grenade weaken handle Overload-style ability-spam and shave champion health, the sphere slam suppresses, and your Primary's archetype should be chosen to stun the champion types the activity throws (pick a Barrier/ Unstoppable/Overload frame to match). Don't rely on the trace rifle to stun.