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Void

The Colony — Spider Farm (Hunter)

Hands-free room-clear engine — volatile spiders that reload themselves
✓ Manifest Void · Heavy · 140 RPM · No intrinsic champion

Weapon: The Colony (Grenade Launcher · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Hands-free room-clear engine — volatile spiders that reload themselves Sandbox: 9.7.0 · Created 2026-06-16

Fire seven robot spiders into a room, watch them sprint down everything orange, and reload the mag from reserves while the gun is on your back. The Colony is the one Heavy that fights for you — so the build's job is to make its bugs volatile and keep you invisible, so the spiders chain-detonate a whole pack while you're untargetable and topping up Devour. Throw, swap, let the farm run, finish to vanish, repeat.

The weapon

Intrinsic — Insectoid Robot Grenades: "This weapon's grenades are insectoid robots that chase targets and explode close to them. Consumes tougher combatants to create additional robots." Hidden trait — Serve the Colony: "Insectoid robot grenades quickly repopulate the magazine from reserves while the Colony is unequipped." Catalyst — Deeper Pockets: "Increased ammo reserves."

What it does: each shot is a homing spider that walks to a target and pops. Kills on tougher combatants (majors/elites) spawn extra spiders that keep hunting with no ammo spent — so a single mag snowballs across an add-dense room. Serve the Colony auto-reloads the magazine from reserves while it's stowed, so the intended loop is throw-spiders → swap to a primary → the mag is full again by the time you swap back. The catalyst (Deeper Pockets) pads reserves so the farm runs longer between bricks. It is add-clear/major-killer, not boss DPS.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Void weapon → Void verbs stack on the spiders; invis is the safety the farm needs.
SuperShadowshot: DeadfallTether weakens + suppresses + groups the pack so the spiders kill into a clump.
Class abilityGambler's DodgeMelee energy back near enemies; re-triggers Vanishing Step for fresh Volatile Rounds.
MeleeSnare Bomb (Quickfall)On-demand weakening smoke + invis; Stylish-debuffed targets become spider fuel.
GrenadeVortex GrenadeLingering Void well that weakens (Undermining) — pins the pack for the spiders.
Aspect 1Vanishing Step"Dodging makes you invisible." The Gyrfalcon trigger — every dodge re-arms Volatile Rounds.
Aspect 2Stylish Executioner"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Spider kills on volatile/weakened targets = free invis.
Fragments (4)

Exotic — 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. These reserve overshields can be deployed by using a class ability."

This is the build. The Colony is a Void weapon, so the moment you emerge from invis (Vanishing Step dodge, Snare Bomb, or Stylish) its spiders fire volatile — every bug now detonates in an AoE that spreads volatile to the next target. One volatile spider into a pack chains into the whole room.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class. Weapons stat scales the spiders' PvE damage vs minors/majors (a 9.7.0 lever) and makes the catalyst reserves count for more total damage; Class feeds Gambler's refund and reserve-overshield regen from Gyrfalcon. Grenade ~70 keeps Vortex up for the weaken/Instability feed.

Archetypes: Powerhouse (Weapons/Super) or Gunner chest/legs to bank the Weapons stat; a Grenade-leaning piece to hold Vortex uptime.

Mods (standard naming — see Verify notes): Boots — Void Weapon Surge ×2 (≈+17% Void damage straight onto the spiders) + Heavy Ammo Finder. Helmet — Harmonic/Void Siphon (Void kills → Orbs; the spiders make a flood) + Heavy Ammo Scout. Gauntlets — Grenade Font (→ Vortex uptime) + Bomber (dodge → grenade energy). Chest — one of each elemental Resistance under invis/Devour. Class item — Powerful Attraction (dodge vacuums the Orbs you spawn) + Reaper. The orb flood (Siphon + Reaper + spiders) keeps Harvest → Starvation → Devour cycling.

Where it shines

### The other two weapon slots