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Void

The Colony — Spider Farm (Void Hunter)

Hands-free room-clear engine — volatile spiders that reload themselves
The Colony 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 · Heavy · 140 RPM · No intrinsic champion

Centerpiece: The Colony (Grenade Launcher · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Hands-free room-clear engine — volatile spiders that reload themselves Sandbox: 9.7.0 · Updated 2026-07-03

Fire a mag of robot spiders into a room, watch them sprint down everything orange, and let the gun refill from reserves while it's 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. One volatile spider into a pack chain-detonates the whole room while you stand untargetable, topping up Devour. Throw, swap, let the farm run, finish to vanish, repeat.

The weapon

Insectoid Robot Grenades (intrinsic): "This weapon's grenades are insectoid robots that chase targets and explode close to them. Consumes tougher combatants to create additional robots."

Serve the Colony (hidden trait): "Insectoid robot grenades quickly repopulate the magazine from reserves while the Colony is unequipped."

Deeper Pockets (catalyst): "Increased ammo reserves."

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 the gun is stowed, so the intended loop is throw-spiders → swap to a primary → the mag is full again by the time you swap back. Deeper Pockets pads those reserves so the farm runs longer between Heavy bricks. This is a 140 RPM Void Heavy that is fundamentally add-clear / major-killer, not boss DPS — the exotic economy rewards density, not a single fat health bar.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The Colony is Void, so Void verbs (volatile, weaken, invis) stack directly onto the spiders.
SuperShadowshot: DeadfallTether weakens, suppresses and 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.
MovementTriple JumpExtra mid-air correction to reposition over the pack and rain spiders from cover.
MeleeSnare Bomb (Quickfall)On-demand weakening smoke + invis; debuffed targets become spider fuel and re-arm Stylish.
GrenadeVortex GrenadeLingering Void well that weakens (via Undermining) — pins the pack for the spiders and feeds Instability.
Aspect 1Vanishing Step"Dodging makes you invisible." The Gyrfalcon trigger — every dodge re-arms Volatile Rounds on emerge.
Aspect 2Stylish Executioner"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Volatile/weakened spider kills = free invis.
FragmentsInstability · Undermining · Harvest · StarvationVolatile from grenade kills, weaken from grenades, Orb+Breach from weakened kills, Devour from the pickup.
Exotic armourGyrfalcon's Hauberk (Chest)Emerging from invis gives your Void weapons Volatile Rounds — turns every spider pop into a spreading AoE.
WeaponsVoid primary (Destabilizing Rounds) + champion specialA Void primary rides the same Volatile Rounds/Harvest economy; the special covers whatever the artifact doesn't stun.
Fragments

Why it works (the mechanics)

Stats & mods

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

Archetype lean: Gunner/Grenadier — a Weapons-primary chest/legs pairing to bank the Weapons stat, with a Grenade-leaning piece to hold Vortex uptime.

Mods:

Artifact — NPA Repulsion Regulator

The dedicated Void artifact: it pumps the build's volatile thesis (Orb → Volatile Rounds), turns every weakened spider kill into a Void Breach to feed Harvest → Starvation, and — since the gun stuns nothing — uses your Vortex grenade as the Overload tool.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Arms (9/10)Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (5/10)Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (9/10)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.
Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)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.
Bomber 1eReduces grenade cooldown when using 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: matched to The Colony's element. - **Anti-Champion** — none on the weapon; Overload comes from the artifact's Overload Grenades on Vortex (see below).