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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Hosts the Stylish Executioner invis engine, Devour, weaken and the Void Breach economy the whole loop runs on.
Super
Shadowshot: Deadfall
Tethers suppress and weaken a whole pack, grouping it so corruption multi-kills and feeding Stylish + Echo of Harvest.
Class ability
Gambler's Dodge
Refills melee near enemies for the Snare Bomb / weaken-melee, and triggers Powerful Attraction's Orb/Breach vacuum.
Movement
Triple Jump
Air control to reposition while invisible and stay above the add density.
Melee
Snare Bomb (Vanish in Smoke)
Invis and weaken smoke on demand — a manual Stylish trigger and a Devour-loop reset.
Grenade
Magnetic Grenade
A Void grenade that, with Echo of Undermining, weakens a priority target on command — a Stylish feeder and a Harvest seed.
Aspect 1
Stylish Executioner
"Defeating a target affected by any elemental debuff grants invisibility and Truesight" — your weaken/volatile kills become free invis.
Aspect 2
Vanishing Step
"Dodging makes you invisible" — a guaranteed re-entry into invis (and thus Gyrfalcon's) on a cooldown, independent of kills.
Fragments
Starvation · Harvest · Undermining · Persistence
The Devour / Orb / weaken / duration spine — see below.
Exotic armour
Gyrfalcon's Hauberk (Chest)
"Your Void weapons gain Volatile Rounds after you emerge from being invisible" — and Stylish drops you out of invis constantly.
Weapons
Thorn (Kinetic primary, the centerpiece) + a Void energy weapon (Destabilizing Rounds or Repulsor Brace) + a champion-archetype Heavy
Thorn 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
Echo of Starvation** pick up a Void Breach or Orb of Power → Devour) · Echo of Harvest (defeat weakened targets → Orb of Power + Void Breach) · Echo of Undermining (Void grenades weaken — arms Magnetic as a weaken delivery and a Harvest seed) · Echo of Persistence (Invisibility, Overshield and Devour last longer
Why it works (the mechanics)
Thorn is a self-feeding Kinetic primary. Rounds pierce and inflict corruption; final blows drop Remnants. Absorbing a Remnant fires Soul Devourer — stronger Mark of the Devourer plus a partial mag refill — andRefined Soul — range, mobility and handling. So your add-clear gun gets stronger the more it kills and reloads itself off the bodies, with no special-ammo dependency.
Void debuffs chain Stylish Executioner. Stylish grants invisibility + Truesight on "defeating a target affected by any elemental debuff." Deadfall's suppress/weaken, Magnetic + Echo of Undermining weaken, the Snare Bomb weaken-smoke, and Volatile on the energy weapon all apply that debuff — so kills on weakened/volatile targets become a steady stream of free invis without spending an ability per proc.
Leaving invis arms Volatile Rounds on the Void weapon. Gyrfalcon's See Me, Feel Me grants Volatile Rounds for ~9s (3s in PvP) the instant you emerge from invisibility — and Stylish drops you out of invis on nearly every kill. Because Volatile is a Void-weapon buff, it rides your Void energy gun (Thorn is Kinetic), turning that companion into a room-clearing detonator on top of Thorn's pierce-and-rot single-target pressure.
Devour is the survivability spine.Echo of Harvest turns weakened kills into an Orb of Power and a Void Breach; Echo of Starvation turns picking either up into Devour (≈5s, 7.5s with Persistence). Echo of Persistence then stretches Devour and Overshield +50% and Invisibility +40%. The net effect is a near-constant full-heal-on-kill while you stand in the add density the build farms.
The Orb and Void Breach loop closes on itself — and feeds the team. Powerful Attraction vacuums loose Orbs and Breaches on every dodge (straight into Starvation's Devour); Reaper makes your post-dodge kill an Orb; Orbs of Restoration funnels pickups back into ability energy. Harvest's overflow Orbs and Breaches become fireteam currency and Super energy on top.
It is a genuine PvP engine, not just a PvE farm. Thorn's corruption chip secures kills opponents think they escaped; each confirm on a weakened target grants invisibility (clean disengage), Truesight (reposition with wallhack), and Refined Soul's range/mobility so the 140 frame wins reaches it should lose. The Void-debuff feeders are deliberate here — Snare Bomb and Magnetic give you on-demand Stylish triggers between gunfights.
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:
Boots: Orbs of Restoration (Orb pickup → energy to the emptiest ability) · Recuperation for health-on-Orb in higher-end content.
Arms: Hand Cannon Loader (faster Thorn reloads between Remnant top-ups) · Fastball (lands Magnetic where you want the weaken).
Chest: Gyrfalcon's Hauberk (the exotic) · elemental resist (Arc/Solar/Stasis) to suit the activity.
Class item: Powerful Attraction (dodge vacuums Orbs and Void Breaches → Echo of Starvation Devour) · Reaper (dodge → next weapon final blow spawns an Orb).
Surge:Void Weapon Surge ×2 boosts the Void energy weapon and Volatile damage; if Thorn is your primary damage dealer, run Kinetic Weapon Surge instead — Thorn is Kinetic and a Void surge does not touch it. Pair the matching Siphon (Void via Harmonic, 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, and lean on Deadfall's suppress to neutralise ability-spam elites.
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
Power From Pain (T1): "Rapid final blows against weakened combatants grants you Devour and creates a Void Breach" — the Devour/Breach loop in a single mod, fired by the same weaken kills Stylish already wants.
The Thick Of It (T1): Armor Charge plus increased weapon handling while surrounded — exactly the add density Thorn farms, and it keeps the gun snappy mid-swarm.
Void Renewal (T2): "While Devour is active, Void Weapon final blows have a chance to generate a Void Breach" — so your Volatile energy gun keeps the Breach/Devour engine topped while Devour is up.
Curative Orbs (T2): shield breaks create an Orb of Power and pickups grant health — feeding Echo of Harvest, Powerful Attraction and survivability at once.
Debilitating Wave (T2): finishers emit a wave matching your Super — a Void Super means a Weaken wave, a free Stylish/Harvest feeder out of any finisher.
Supernova (T3) + Old God's Rite (T3): picking up a Void Breach turns your next Void damage into a large weakening pulse (Supernova) and rains seeking Void projectiles (Old God's Rite) — group-weaken and bonus AoE that ride the Void energy weapon on top of Volatile Rounds.
Where it shines
PvE add-clear / GM tier: the loop is the build — weaken kills chain invis, Devour and (on the energy gun) Volatile Rounds, so you clear rooms while near-unkillable and flood the team with Orbs and Void Breaches. Deadfall + Magnetic stack weaken into a fireteam debuff multiplier.
PvP (Crucible/Trials): Thorn's corruption DoT secures "escaped" kills; each confirm on a weakened target grants invis (disengage) + Truesight (info) + Refined Soul mobility. (Note: the seasonal artifact is disabled in Trials/Comp — the gun and subclass carry it there.)
Solo content: Devour + Persistence + on-demand Vanishing Step invis make it a forgiving solo-flawless / lost-sector tool that never runs out of primary ammo, since Soul Devourer refills the mag on every Remnant.
Champion coverage: Thorn breaks nothing intrinsically (manifest: no Champion stun). Bring the stun on the Heavy/energy weapon's frame; the artifact's lone Unstoppable source (Kinetic Impacts) needs a Grenade Launcher this 2/3/2 doesn't run. Deadfall's suppress covers Overload-style ability spam.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Fastball1e
Increases grenade throw distance.
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
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 (5/10)
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
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.
Class Item (4/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
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.
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.