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Void

Thorn — The Soul-Devourer Loop (Hunter)

Poison-DoT add-clear + invis-chain engine
Thorn 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 Kinetic · Primary · 140 RPM · No intrinsic champion

Centerpiece: Thorn (Hand Cannon · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Poison-DoT add-clear + invis-chain engine Sandbox: 9.7.0 · Updated 2026-06-29

Every Thorn shot pierces and rots, and a corpse that rots leaves a Remnant. Absorbing that green Remnant strengthens the poison itself and tops the mag, so your add-clear gun gets meaner the more it kills. Wrapped around it: a Void Nightstalker loop where your weaken sources chain Stylish Executioner invisibility, Gyrfalcon's arms Volatile Rounds the moment you reappear, and Devour keeps you standing in the middle of the swarm you are farming.

The weapon

Thorn carries an intrinsic, a signature perk, and a catalyst — all quoted verbatim from the encyclopedia:

Mark of the Devourer (intrinsic, `exotics.md`): "Rounds pierce targets and inflict corruption. Final blows with this weapon leave behind Remnants."

Soul Devourer (`perks.md`): "Absorbing a Remnant strengthens Mark of the Devourer and partially refills the magazine."

Refined Soul (Catalyst, `catalysts.md`): "Grants bonus range and stability. Dealing a final blow or absorbing a Remnant grants additional increased weapon range, as well as increased mobility and handling for a short time."

Manifest facts (`weapon_facts.json`): Hand Cannon · Primary ammo · Kinetic damage · 140 RPM · no intrinsic Champion stun.

What it does: Thorn is a Kinetic 140 hand cannon whose rounds pierce and apply corruption, a damage-over-time poison that finishes wounded targets after you have already swung to the next one. Every final blow drops a Remnant; absorbing it pays you three ways at once — Soul Devourer strengthens the next corruption application and refills part of the magazine, and Refined Soul layers range, mobility and handling on top. The practical effect is a self-feeding primary: it gets stronger the more it kills, reloads itself off the corpses it makes, and reaches like a much faster frame. The corruption chip is also what secures kills the enemy thinks they escaped — the heartbeat the whole Nightstalker loop is built around.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Hosts the Stylish Executioner invis engine, Devour, weaken and the Void Breach economy the whole loop runs on.
SuperShadowshot: DeadfallTethers suppress and weaken a whole pack, grouping it so corruption multi-kills and feeding Stylish + Echo of Harvest.
Class abilityGambler's DodgeRefills melee near enemies for the Snare Bomb / weaken-melee, and triggers Powerful Attraction's Orb/Breach vacuum.
MovementTriple JumpAir control to reposition while invisible and stay above the add density.
MeleeSnare Bomb (Vanish in Smoke)Invis and weaken smoke on demand — a manual Stylish trigger and a Devour-loop reset.
GrenadeMagnetic GrenadeA Void grenade that, with Echo of Undermining, weakens a priority target on command — a Stylish feeder and a Harvest seed.
Aspect 1Stylish Executioner"Defeating a target affected by any elemental debuff grants invisibility and Truesight" — your weaken/volatile kills become free invis.
Aspect 2Vanishing Step"Dodging makes you invisible" — a guaranteed re-entry into invis (and thus Gyrfalcon's) on a cooldown, independent of kills.
FragmentsStarvation · Harvest · Undermining · PersistenceThe Devour / Orb / weaken / duration spine — see below.
Exotic armourGyrfalcon's Hauberk (Chest)"Your Void weapons gain Volatile Rounds after you emerge from being invisible" — and Stylish drops you out of invis constantly.
WeaponsThorn (Kinetic primary, the centerpiece) + a Void energy weapon (Destabilizing Rounds or Repulsor Brace) + a champion-archetype HeavyThorn carries corruption + the Remnant economy; the Void energy gun is what actually catches Gyrfalcon's Volatile Rounds; the Heavy supplies the champion stun Thorn lacks.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. Weapons drives primary damage onto Thorn and the Volatile energy gun; Class feeds Gambler's Dodge uptime (your invis re-entry and weaken-melee); Health (with Melee as the secondary lean) keeps you alive between Devour ticks. This is a primary-damage, ability-uptime archetype — lean the armour into Weapons-major pieces with a Class secondary.

Mods:

Artifact — Slayer Baron Apothecary Satchel

This artifact mirrors the build's exact Void loop: it turns weakened kills into Devour and Void Breaches, then pays those Breaches back as more weaken, and sources Orbs off shield breaks for Harvest and Starvation. Champions stay on the Heavy/energy weapon — the artifact amplifies the verb economy, not the stun.

Picks (2/3/2): Power From Pain + The Thick Of It · Void Renewal + Curative Orbs + Debilitating Wave · Supernova + Old God's Rite

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 (6/10)Fastball 1eIncreases grenade throw distance.
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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
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 (5/10)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.
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.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
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.

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: Volatile damage; if Thorn is your primary damage dealer; or Kinetic) to keep Orbs flowing. - **Anti-Champion:** Thorn has no champion intrinsic (manifest: none). The artifact's only stun is **Kinetic Impacts** (Grenade Launcher → Unstoppable); which this 2/3/2 does not slot — so bring an intrinsically champion-capable Heavy (or energy) weapon for Barrier/Overload/Unstoppable; lean on Deadfall's suppress to neutralise ability-spam elites.