A Void Aggressive shotgun that weakens what it kills, grants Truesight, and carries an intrinsic Overload stun in its own perk text. Slot it on a Void Hunter and the weapon becomes the whole engine: its weakening kills proc Stylish Executioner → invis → emerge invis → Gyrfalcon's Volatile Rounds → its own submunitions weaken the next pack → Stylish again. You vanish on every kill and the gun reloads the loop for free.
Slayer's Fang: Dealing final blows to targets grants Nightsworn Sight. During that time, final blows grant Truesight, reload speed and precision damage is increased, and submunitions weaken targets.
The intrinsic trait node itself (`docs/encyclopedia/perks.md`) reads:
Nightsworn Sight: Defeating targets grants Truesight, ammo conservation, and Weaken. Strong against [Disruption] Overload Champions.
The paired intrinsic that shatters each round into pellets (`docs/encyclopedia/perks.md`):
Heart Piercer: Rounds from this weapon shatter into submunitions on impact. Strong against [Disruption] Overload Champions.
Catalyst: the manifest catalyst entry (`docs/encyclopedia/catalysts.md` line 127 — `Slayer's Fang Catalyst —`) ships blank in our snapshot; no description text (flagged in Verify). Run Repulsor Brace off the catalyst socket where available — "Defeating a Void-debuffed target grants an overshield" (`perks.md`) — the gun debuffs everything it shoots, so that is a Void overshield on basically every kill.
What it does: a 70 RPM, 7-round Aggressive-frame Special shotgun. A final blow lights Nightsworn Sight — during the window you get Truesight (see through walls and smoke), boosted reload and precision damage, and submunition pellets that apply Weaken to whatever they touch. Weaken is a debuff-bucket multiplier (models as roughly +15% damage taken by the target, for the whole fireteam) and it is the exact trigger word the Void Hunter kit is built to convert. Both intrinsic nodes read "Strong against Overload," so the gun also carries a bespoke Overload stun with no archetype tax — it does not depend on the frame's anti-Champion assignment.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Same element as the gun; every fragment converts the Weaken and invis the shotgun manufactures.
Super
Shadowshot: Deadfall
Heavy weaken + suppress + tethers the pack — team debuff, add control, and an invis/orb engine through Stylish.
Class ability
Gambler's Dodge
Melee energy back near enemies; vacuums orbs (with Powerful Attraction) and pairs with Vanishing Step for on-demand invis.
Movement
Strafe Jump
Tightest mid-air control for repositioning a point-blank shotgun between packs.
Melee
Snare Bomb (Vanishing Smoke)
Weakening smoke on detonation → instant Stylish fuel and a Weaken source when the gun is between kills.
Grenade
Vortex Grenade
Lingering Void zone; with Echo of Undermining it weakens, feeding Repulsor Brace and Stylish for free.
Aspect 1
Stylish Executioner
"Defeating a target affected by any elemental debuff grants invisibility and Truesight." The gun's Weaken (and Gyrfalcon's Volatile) trip this on every kill.
Aspect 2
Vanishing Step
"Dodging makes you invisible." Guaranteed invis on demand → emerge → Gyrfalcon Volatile Rounds, even before a kill.
See Me, Feel Me: Void weapons gain Volatile Rounds after emerging from invisibility — closes the loop the gun opens.
Weapons
Void primary (Repulsor Brace / Destabilizing) + any-element heavy
Primary extends the Void-overshield/weaken loop between shells; heavy handles the boss DPS the shotgun does not personally execute.
Fragments
Echo of UnderminingVoid grenades weaken — a non-gun Weaken source for Stylish/Repulsor
Echo of Harvestdefeating weakened targets → Orb of Power + Void Breach — the gun makes weakened kills nonstop
Echo of Starvationpick up a Void Breach or Orb → Devour: full heal + health on kill
Echo of Cessation (finisher final blows → Void volatile burst; pairs with Gyrfalcon's finisher payoff). Swap Undermining for Echo of Obscurity (finisher → invis) for even more invis uptime**
Why it works (the mechanics)
The gun's kill is the Stylish trigger. Nightsworn Sight applies Weaken; Stylish Executioner fires on any elemental-debuff kill → invisibility + Truesight. Every shotgun kill makes you invisible with zero setup — most Void Hunter builds have to manufacture the debuff first, but here the debuff is the weapon.
Gyrfalcon's closes the loop the gun opens.See Me, Feel Me grants Volatile Rounds after you emerge from invisibility, so a kill → Stylish invis → emerge means Slayer's Fang now fires Volatile on top of its Weaken. Volatile is itself a Stylish trigger, so even non-killing pellets that detonate keep the invis cycle spinning — a closed circuit.
Repulsor Brace makes you tanky off the same kills. The catalyst-socket refit turns a Void-debuffed kill into an overshield. The gun weakens and Gyrfalcon makes targets volatile, so essentially everything you shoot is Void-debuffed and the overshield stays up in any crowd. Layer Devour on top and you sit at functionally full health while invisible.
Two intrinsic Overload sources — no archetype tax. Nightsworn Sight and Heart Piercer both read "Strong against Overload." Your shotgun handles Overload outright, independent of frame, freeing the other two weapon slots to cover Barrier and Unstoppable.
Weaken is a team multiplier, reapplied by a Special weapon. Unlike grenade- or tether-based weaken on a cooldown, you reapply it every shell. The whole fireteam's damage on that target climbs (models ~+15%) for free, and it stacks with Deadfall's heavier weaken when the Super is out.
The orb/Devour economy is self-funding. Constant weakened kills → Echo of Harvest → Orb + Void Breach → Echo of Starvation → Devour. Gambler's Dodge vacuums the orbs and refunds melee, so you never stop healing and never stop going invisible — and the gun pays for all of it.
Stats & mods
Weapons 200 → Health → Class. Weapons is the 9.7.0 PvE damage lever and stacks on the weaken/volatile multipliers; Health backs the overshield/Devour survivability layers; Class feeds Gambler's Dodge refund and invis uptime. Archetype lean: a Weapons-primary Gunner spread with a Health secondary — the Repulsor overshield and Devour cover any Health you trade away.
Mods:
Boots: Void Weapon Surge ×2 (Void weapon damage straight onto Slayer's Fang) · Orbs of Restoration (orb pickup → ability energy) · Shotgun Scavenger (Special ammo is the build's only real constraint).
Arms: Shotgun Loader ×1–2 (reload matters in long fights) · Heavy Hand / Melee Font · Impact Induction.
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an extra orb) · Class Font.
Surge: Void Weapon Surge (boots) to buff the shotgun and any Void secondary.
Anti-Champion: Overload is intrinsic to the gun (both nodes); source Barrier/Unstoppable from the secondary weapons' archetypes or artifact anti-Champion mods.
Artifact — Slayer Baron Apothecary Satchel
The Void-leaning artifact that mirrors this gun's whole engine: weaken-kill → Devour + Void Breach → weakening pulse, all off the shotgun's constant Weaken. Overload is intrinsic to the gun, so these slots pour straight into the loop.
Power From Pain grants Devour and creates a Void Breach on rapid final blows against weakened combatants — the gun weakens everything, so this is the loop's heartbeat.
The Thick Of It turns point-blank shotgun work into free Armor Charge and boosted weapon handling while you are surrounded.
Void Renewal lets Devour-active Void weapon kills generate Void Breaches and reloads Shotguns from reserves on Breach pickup — pure shotgun synergy and free ammo economy.
Curative Orbs spawns an Orb of Power on your first shield break, feeding Gambler's Dodge and Powerful Attraction.
Debilitating Wave makes finishers emit a Void weaken wave with Deadfall equipped — extra Weaken that pairs with Gyrfalcon and Echo of Cessation finishers.
Supernova turns a picked-up Void Breach into a large weakening pulse on your next Void damage; you make Breaches nonstop and run on Weaken.
Old God's Rite rains seeking Void projectiles after a Breach pickup when you deal Void weapon damage — extra ad-clear off the same Breach economy.
Where it shines
GM / -30 to -40 Nightfalls: permanent invis + Repulsor overshield + Devour is three overlapping DR/heal layers; Truesight cuts through boss-arena chaos; the gun's Weaken shaves champion/boss health for the whole team.
Endgame ad-clear: an Aggressive shotgun deletes a pack point-blank, every kill vanishes you, submunitions weaken the next group, and Stylish chains — you phase through a room invisible, dropping orbs the whole way.
Boss DPS support: not a boss gun itself, but reapplying Weaken every shell is a team damage buff on the boss; finish an add while invisible (Gyrfalcon) for the all-weapons damage window during the phase.
Champion coverage: breaks Overload intrinsically (both Nightsworn Sight and Heart Piercer). Bring Barrier and Unstoppable on the secondary weapons' archetypes or via artifact anti-Champion mods.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (4/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
Chest (5/10)
Void Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (7/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically 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: any Void secondary. - **Anti-Champion:** Overload is intrinsic to the gun (both nodes); source Barrier/Unstoppable from the secondary weapons' archetypes or artifact anti-Champion mods.