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Void

The Manticore — Flying Monster (Void Hunter)

Airborne Void add-clear / self-sustain skirmisher
The Manticore on light.gg
Your gear best achievable Class 159 / 100 target — gear ready
Health 43 · Melee 34 · Grenade 41 · Super 22 · Class 159 · Weapons 96 · armour only; stat mods + fragments add more
✓ Manifest Void · Primary · 900 RPM · No intrinsic champion

Centerpiece: The Manticore (Submachine Gun · Primary · Void) · Subclass: Nightstalker · Role: Airborne Void add-clear / self-sustain skirmisher Sandbox: 9.7.0 · Updated 2026-07-03

The only Void SMG that wants you off the ground. Soaring Fang turns ground kills into antigrav fuel and airborne fire into hang-time; the catalyst then pays airborne damage against tough targets with a Void overshield, a blind, and ammo straight back to the mag. Lion Rampant makes it real — airborne firing during Lift, plus the aerial handling a hip-fire SMG needs to actually land shots while floating. Stay airborne, stay alive, never reload.

The weapon

Soaring Fang (intrinsic): Dealing damage while grounded charges antigrav repulsors. Dealing damage while airborne extends antigrav repulsors.

Catalyst — Flying Monster: While you are airborne, sustained damage and final blows with this weapon to difficult combatants grant a Void overshield, reduce combatant accuracy, and return ammo to the magazine.

The intrinsic is a flight system: kill on the ground to charge the repulsors, then go airborne and keep dealing damage to extend the hover — the gun holds you up as long as you keep shooting. The catalyst is the reward for committing to the air: against difficult combatants (majors, minibosses, champions, bosses) sustained airborne fire grants a Void overshield for survival, reduces the target's accuracy so incoming damage drops at the source, and refunds ammo to the mag so you never land to reload. Grounded, it is a fast, stable 900-RPM Void primary; airborne, it becomes a self-healing, never-reload, debuffing hover platform — the whole build is arranged to keep you in that airborne window.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The Void overshield / Devour ecosystem the catalyst plugs straight into, with an aerial dive aspect to match the airborne loop.
SuperShadowshot: DeadfallTether weakens, suppresses and groups the pack — turns a room into stationary "difficult combatants" for catalyst procs, and weaken thins champ health.
Class abilityMarksman's DodgeInstantly reloads the Manticore and vacuums ammo bricks if you ever touch down — the backup for the catalyst's air-only ammo return.
MovementTriple JumpMaximum hang time and mid-air redirects to stay inside the catalyst's airborne window.
MeleeSnare BombThrow for invisibility and a weakening smoke; a debuffed kill in the smoke arms Stylish Executioner.
GrenadeMagnetic GrenadeAttaches and double-detonates; with Echo of Undermining it weakens the priority target, manufacturing catalyst eligibility.
Aspect 1Trapper's AmbushAir move → dive slam whose damage is greatly increased while you hold any Void status — the catalyst overshield qualifies — so the reposition dive is itself an AoE nuke.
Aspect 2Stylish ExecutionerAny elemental-debuffed kill grants invisibility and Truesight — a free disengage and reset between hover passes.
FragmentsUndermining · Starvation · Harvest · PersistenceManufacture Weaken, convert it to Orbs/Void Breaches/Devour, and stretch every Void buff (see below).
Exotic armourLion Rampant (Leg Armor)Enables airborne firing during Lift and grants aerial handling + Airborne Effectiveness so a hip-fire SMG actually lands shots in the air — the piece that makes Soaring Fang a playstyle.
WeaponsBarrier special + Unstoppable heavyThe Manticore has no intrinsic champion breaker, so the other two slots carry Barrier and Unstoppable (e.g. a Barrier Pulse/Scout and an Unstoppable MG/GL for boss damage).
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Weapons → Health. Lean into the Class stat: it feeds Marksman's Dodge and Trapper's Ambush uptime. Push Weapons next for Manticore add-clear damage, and dump Health on purpose — the catalyst overshield, Devour and the target-blind are your real health bar.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Void column of this artifact is the engine room for the Manticore's Weaken → Void Breach → Devour → Orb loop, and since the Manticore breaks no champion on its own, the artifact and the other two weapons carry champion duty while the Void picks pour into sustain and add-clear.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)Void Loader 1eIncreases reload speed of Void weapons.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 1eReduces 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 (5/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (6/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.

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: your other two weapons don't already cover Barrier/Overload/Unstoppable.