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
Slot
Pick
Why
Subclass
Nightstalker (Void)
The Colony is Void, so Void verbs (volatile, weaken, invis) stack directly onto the spiders.
Super
Shadowshot: Deadfall
Tether weakens, suppresses and groups the pack so the spiders kill into a clump.
Class ability
Gambler's Dodge
Melee energy back near enemies; re-triggers Vanishing Step for fresh Volatile Rounds.
Movement
Triple Jump
Extra mid-air correction to reposition over the pack and rain spiders from cover.
Melee
Snare Bomb (Quickfall)
On-demand weakening smoke + invis; debuffed targets become spider fuel and re-arm Stylish.
Grenade
Vortex Grenade
Lingering Void well that weakens (via Undermining) — pins the pack for the spiders and feeds Instability.
Aspect 1
Vanishing Step
"Dodging makes you invisible." The Gyrfalcon trigger — every dodge re-arms Volatile Rounds on emerge.
Aspect 2
Stylish Executioner
"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Volatile/weakened spider kills = free invis.
Fragments
Instability · Undermining · Harvest · Starvation
Volatile from grenade kills, weaken from grenades, Orb+Breach from weakened kills, Devour from the pickup.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Emerging from invis gives your Void weapons Volatile Rounds — turns every spider pop into a spreading AoE.
Weapons
Void primary (Destabilizing Rounds) + champion special
A Void primary rides the same Volatile Rounds/Harvest economy; the special covers whatever the artifact doesn't stun.
Fragments
Echo of Instability"Defeating targets with grenades grants Volatile Rounds to your Void weapons" — the spiders are grenades, so they keep The Colony volatile on their own
Echo of Undermining"Your Void grenades weaken targets"
Echo of Harvest"Defeating weakened targets creates an Orb of Power and a Void Breach"
Echo of Starvation"Picking up a Void Breach or an Orb of Power grants Devour"
Why it works (the mechanics)
Volatile turns each spider into an AoE bomb. Base spiders pop on one target; Gyrfalcon's Volatile Rounds make that pop a volatile detonation that damages the cluster and spreads volatile onward. The Colony already wants dense rooms (more majors = more bonus spiders), and volatile converts "kills the target it walked to" into "deletes the pack it walked into."
The farm reloads itself — twice over.Serve the Colony refills the mag from reserves while the gun is stowed; Deeper Pockets deepens those reserves. Throw a mag of spiders, swap to your primary to keep killing, and the Heavy is full again when you swap back. In normal density you are never out of spiders.
The spiders count as grenades for fragments. Echo of Instability reads grenade kills → Volatile Rounds, and The Colony's projectiles register as grenade final blows — so even without dodging, the gun self-applies volatile as it farms. Vanishing Step is the guaranteed top-up; Instability is the passive one.
Invisibility is the only safety a no-aim Heavy needs. Vanishing Step (dodge) and Snare Bomb both vanish you; Stylish Executioner re-vanishes you off any debuffed kill — and the spiders are constantly killing volatile/weakened targets, so invis is near-permanent. You stand in the open and let the farm run because the room can't see you.
Weaken is the glue. Echo of Undermining (Vortex weakens) + Deadfall's tether + Snare smoke all apply weaken → spider kills on weakened targets trigger Echo of Harvest (Orb + Void Breach) → Echo of Starvation turns that pickup into Devour (full heal + grenade on kill). The grenade you get back is another weakening Vortex; the loop pays for itself.
Stylish + Vanishing Step form an invis flywheel. Dodge → invis → emerge → Volatile Rounds → volatile spider kill on a debuffed target → Stylish re-invis → emerge again for fresh Volatile Rounds. Two aspects, one self-feeding cycle that keeps both the safety (invis) and the damage (volatile) live without input.
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:
Boots — Void Weapon Surge ×2 (surge damage straight onto the spiders) + Heavy Ammo Finder.
Arms — Grenade Kickstart / Bomber (dodge → grenade energy) to hold Vortex uptime.
Chest — one of each elemental Resistance; you tank under invis + Devour + reserve overshield.
Class item — Powerful Attraction (dodge vacuums the Orbs you spawn) + Reaper (dodge → an Orb) to keep Harvest → Starvation → Devour cycling.
Surge — Void Weapon Surge, matched to The Colony's element.
Anti-Champion — none on the weapon; Overload comes from the artifact's Overload Grenades on Vortex (see below).
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.
Volatile Flow grants Volatile Rounds from the Orbs the Siphon/Harvest flood spawns — a passive top-up of the spiders' AoE independent of dodging.
Unto The Breach makes every weakened/volatile spider kill spawn a Void Breach, fuelling Starvation → Devour.
Overload Grenades lets Vortex stun Overload — the champion coverage the grenade launcher can't bring itself.
Protective Breach turns each Void Breach into an overshield, stacking with Gyrfalcon's reserve overshield for near-immortal farming.
Bricks From Beyond drops Heavy on Void weapon kills, keeping the farm's reserves topped between bricks.
Supernova fires a weakening pulse off each Void Breach, re-applying Weaken to keep Harvest firing.
Void Weapon Channeling buffs Void weapon damage on Void kills — straight onto the spiders.
Where it shines
Add-dense PvE: GM-tier add waves, Onslaught, seasonal horde, Battlegrounds — anywhere a room of majors lets the "consume tougher combatants → more spiders" clause snowball. This is its home.
Survivability content (−30/−40): near-permanent invis + Devour + Gyrfalcon's reserve overshield lets you farm from cover the whole encounter.
Not for sustained single-target boss DPS: the spiders are add/major tools; bring boss damage in another slot.
Champion coverage: The Colony carries no bespoke champion stun (140 RPM heavy GL, not an Anti-Champion 2.0 stun archetype), so it breaks nothing intrinsically. Overload is covered by the artifact's Overload Grenades on Vortex; bring a Barrier/Unstoppable frame in the special slot for the rest. Weaken (Vortex/Deadfall/Snare) thins champion HP for the spiders, but the stun is not on this gun — flagged on purpose.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Arms (9/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Utility Kickstart3efill
When 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 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 (9/10)
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.
Void Weapon Surge3efill
Your 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)
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.
Bomber1e
Reduces 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).