A Void Aggressive shotgun that weakens what it kills, grants Truesight, and carries a bespoke 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. The shotgun manufactures the exact debuff (weaken) that every Void Hunter verb is built to convert. You vanish on every kill and the gun reloads the loop for free.
Nightsworn Sight: 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 perk node itself (`Nightsworn Sight`, perks.md) reads: "Defeating targets grants Truesight, ammo conservation, and Weaken. Strong against [Disruption] Overload Champions." The second intrinsic, Heart Piercer: "Rounds from this weapon shatter into submunitions on impact. Strong against [Disruption] Overload Champions." — two Overload sources baked into one gun.
Catalyst: the manifest catalyst entry (`docs/encyclopedia/catalysts.md`) is blank — no description shipped in our snapshot (flagged in Verify). What the manifest does expose is the weapon's catalyst-socket Refit options, picked in-game: Repulsor Brace Refit ("Defeating a Void-debuffed target grants an overshield"), Loose Change Refit, Stats for All Refit, Cascade Point Refit. Take Repulsor Brace — the gun debuffs everything it shoots, so this is a free Void Overshield on basically every kill.
What it does: 70 RPM / 7-round mag Aggressive-frame Special shotgun. Final blow → Nightsworn Sight: Truesight (see through walls/smoke), boosted reload + precision damage, and submunition pellets that apply Weaken. Weaken is a debuff-bucket multiplier (~15% more damage taken) that stacks on top of every weapon perk for the whole fireteam, and it's the trigger word for the entire Void Hunter kit.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Same element as the gun; every fragment converts the weaken/invis the gun makes.
Super
Shadowshot: Deadfall
Dramatic weaken + suppress + groups the pack — team debuff, Overload control, and an invis/orb engine via Stylish.
Class ability
Gambler's Dodge
Melee energy back near enemies; pairs with Vanishing Step for on-demand invis → Volatile Rounds when the gun isn't killing.
Melee
Snare Bomb (Vanishing Smoke)
Weakening smoke on detonation → instant Stylish fuel + a weaken when the gun's off cooldown.
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. Next melee while invis weakens.
Aspect 2
Vanishing Step
"Dodging makes you invisible." Guaranteed invis on demand → emerge → Gyrfalcon Volatile Rounds, even when you haven't killed yet.
Trash-clear + extends the Void-overshield/weaken loop between shotgun shells.
Weapon 3
Heavy (any element)
Boss/heavy DPS the shotgun doesn't personally execute; element-match surge.
Fragments (4)
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 Breach/Orb → Devour: full heal + health on kill
Echo of Cessation (finisher → Volatile burst; pairs with Gyrfalcon's finisher payoff). Drop Undermining for Echo of Obscurity (finisher → invis) if you want even more invis uptime**
Why this 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. So every shotgun kill makes you invisible with no setup. No other weapon hands a Void Hunter free Stylish procs this cleanly — most builds have to manufacture the debuff first; here the debuff is the weapon.
Gyrfalcon's closes the loop the gun opens.See Me, Feel Me: Void weapons gain Volatile Rounds after you emerge from invisibility. Kill with the gun → Stylish invis → emerge → Slayer's Fang now fires Volatile Rounds on top of its weaken. Volatile is also a Stylish trigger, so even non-killing pellets that detonate keep the invis cycle spinning. The two perks are a closed circuit.
Repulsor Brace makes you tanky off the same kills. Catalyst refit: Void-debuffed kill → overshield. The gun debuffs (weaken) and Gyrfalcon debuffs (volatile) literally everything, so the overshield is permanent in any crowd. Layer Devour (Starvation) on top and you're at functionally full health constantly while invisible.
Two intrinsic Overload sources — no archetype tax. Nightsworn Sight and Heart Piercer both read "Strong against Overload." Anti-Champion 2.0 makes stun intrinsic to weapon archetypes, but this exotic carries a bespoke Overload stun independent of frame — your shotgun handles Overload outright, freeing your other two slots to cover Barrier/Unstoppable.
Weaken is a team multiplier, applied by a Special weapon. Unlike most weaken sources (grenades, tethers on cooldown), you reapply it every shell. The whole fireteam's damage on that target goes up ~15% for free, and it stacks with Deadfall's heavier weaken when the Super's out.
The orb/Devour economy is self-funding. Weakened kills (constant) → Harvest → Orb + Void Breach → Starvation → Devour. Gambler's Dodge vacuums the orbs and refunds melee. You never stop healing, never stop going invisible, and the gun pays for all of it.
Gyrfalcon's finisher payoff is the burst window. Finish a target while invisible → all weapons get bonus damage + you and allies get a reserve overshield. With Slayer's giving Truesight on the same kills, you always know where the next finisher target is — and Echo of Cessation adds a Volatile burst.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons stat is the 9.7.0 PvE damage lever and it stacks on the weaken/volatile multipliers; Health for survivability under the overshield/Devour layers; Class feeds Gambler's Dodge refund and invis uptime.
Mods, by piece:
Helmet: Harmonic/Void Siphon (Void kills → Orbs — the gun makes these nonstop) · Ashes to Assets (Super on grenade kills) · Hands-On.
Gauntlets: Heavy Hand / Melee Font · Shotgun Loader ×1–2 (the gun's reload matters in long fights) · Impact Induction.
Boots:Void Weapon Surge ×2 (≈+17% Void weapon damage — straight onto Slayer's Fang) · Orbs of Restoration (orb pickup → ability energy) · Shotgun Scavenger (Special ammo is the build's only resource constraint).
Class item: Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an extra orb) · Class Font.
Stat tuning: +Weapons/−Health is fine — Repulsor Brace overshield + Devour cover the Health you trade.
Champion coverage:Overload — intrinsic to the gun (two sources). Cover Barrier/Unstoppable with the secondary primary's archetype (or anti-champion artifact mods); Deadfall's suppress handles Overload-style ability-spam elites.
Where it shines
GM / −30/−40 Nightfalls: permanent invis + Repulsor overshield + Devour is three overlapping DR/heal layers; Truesight sees through boss-arena chaos; the gun's weaken cuts champion/boss health for the team; intrinsic Overload means one of three champion types is solved before you pick a second weapon.
Endgame ad-clear: Aggressive shotgun deletes a pack point-blank, every kill vanishes you, submunitions weaken the next group, 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 ~15% team damage buff on the boss; finish an add while invis (Gyrfalcon) for the all-weapons damage window during the damage phase.
Weakness: Special-ammo economy — bring Scavenger/Finisher mods. PvP is off-thesis (a one-shot Void shotgun, but the build is a PvE loop).