Every Thorn shot pierces and rots. The corruption ticking on a target is a Void debuff — so each kill it lands triggers Stylish Executioner (invis + Truesight), the corpse drops a Remnant, and absorbing that Remnant strengthens the poison itself and tops the mag. The build's whole job is to never break that loop: poison kills → invis → Remnant → stronger poison → poison kills. Devour keeps you alive inside it; Gyrfalcon's Volatile Rounds turns the next mag into AoE.
The weapon
Thorn carries two intrinsic traits, both verified verbatim in the encyclopedia:
Mark of the Devourer (`exotics.md`): "Rounds pierce targets and inflict corruption. Final blows with this weapon leave behind Remnants." Corruption is a damage-over-time poison; it counts as a Void elemental debuff.
Soul Devourer (`perks.md`): "Absorbing a Remnant strengthens Mark of the Devourer and partially refills the magazine." This is the damage half of the loop — picking up the green Remnant a kill drops makes the next corruption application hit harder and hands you ammo back.
Catalyst — Refined Soul (`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." So absorbing a Remnant pays you twice at once — Soul Devourer (stronger poison + ammo) and Refined Soul (range/mobility/handling). Run it; it's a flat upgrade with zero downside and it makes the gun feel like a 180 that reaches like a 140.
Element: Void. Ammo: Primary (Kinetic-slot exotic, but Void damage type — this matters for surge mods and Volatile Rounds).
Loadout
Slot
Pick
Why
Kinetic / Exotic
Thorn
The centerpiece: corruption debuff + Remnant economy.
Energy
A Void weapon (e.g. a Void SMG/auto with Destabilizing Rounds or Repulsor Brace)
Keeps Gyrfalcon's Volatile Rounds and surge value on a second gun; Repulsor Brace feeds overshield off the volatile/weakened kills.
Heavy
Champion-archetype weapon for the gaps (Heavy Burst HC = Unstoppable, or a Machine Gun)
Thorn alone has no champion intrinsic; cover Barrier/Unstoppable here.
Super
Shadowshot: Deadfall
35% weaken + suppress groups the pack so corruption multi-kills and feeds Stylish.
Class ability
Gambler's Dodge
Melee back near enemies for the Stylish weaken-melee; or Marksman's Dodge to reload Thorn mid-loop.
Movement
Triple Jump
Air control.
Melee
Snare Bomb (Vanish in Smoke)
Invis/weaken on demand; the post-Stylish melee weakens too.
Grenade
Magnetic Grenade (+ Echo of Undermining)
Attaches and weakens a priority target on command.
Aspect 1
Stylish Executioner
"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Corruption is that debuff — every poison kill procs it.
Aspect 2
Vanishing Step (PvE/PvP) or Trapper's Ambush (PvE add-dense)
Vanishing Step = invis on dodge for a guaranteed re-entry into the loop; Trapper's Ambush dive does extra damage with a Void status (corruption) up.
Exotic armor
Gyrfalcon's Hauberk (Chest)
Void weapons gain Volatile Rounds on leaving invisibility — and you leave invis constantly via Stylish.
Fragments (Void, 4)
Echo of Starvation** pick up Void Breach/Orb → Devour
Echo of Harvest** defeating weakened targets → Orb of Power + Void Breach — your weaken sources feed this nonstop
Echo of Undermining** Void grenades weaken — arms Magnetic as a weaken delivery and a Harvest feeder
Echo of Persistence** Invisibility/Overshield/Devour last longer — directly extends the two buffs this build lives in
Why this works (the mechanics)
Corruption is the universal key. Thorn's poison is a Void elemental debuff, so it unlocks Stylish Executioner's trigger ("any elemental debuff") on primary ammo kills — no grenade, no special melee needed. Most Stylish builds gate invisibility behind volatile/weaken/suppress procs; Thorn applies the debuff with every trigger pull and the DoT finishes targets after you've already moved on.
The Remnant economy is a closed damage loop. Kill → Remnant drops → absorb it → Soul Devourer strengthens Mark of the Devourer (next poison hits harder) + refills the mag, and Refined Soul grants range/mobility/handling. So your add-clear gun literally gets stronger the more it kills, and pays its own ammo.
Stylish → Gyrfalcon's is the AoE multiplier. Every poison kill grants invis; the moment you leave invis (you do, constantly), Gyrfalcon's gives all Void weapons Volatile Rounds. Now Thorn's rounds detonate on impact for AoE on top of the pierce + DoT — the single-target poison gun becomes a room-clearer.
Devour is the survivability spine. Echo of Starvation grants Devour off the Void Breaches/Orbs that Echo of Harvest spawns from weakened kills (Deadfall, Magnetic, the Stylish weaken-melee all weaken). Full heal on every kill + Echo of Persistence stretching it means you facetank the add density you're farming.
Truesight + invis is the PvP engine. In Crucible, Thorn's chip DoT secures kills the enemy thinks they escaped; each kill grants invis (disengage) and Truesight (wallhack to reposition). The corruption ticking on a wounded opponent is what makes Thorn's signature "I tagged you, you're already dead" lethality — the build just adds free invis on top of every confirm.
Champion coverage comes from the archetype, not Thorn. Anti-Champion 2.0 ties stun to weapon archetypes: a Heavy Burst hand cannon stuns Unstoppable, Spread Shot stuns Overload. Thorn is neither, so the Heavy slot (or the Void energy gun's frame) supplies the stun; Deadfall's suppress handles Overload behaviour and ability-spam elites, and weaken thins champion health for the team.
Stats & mods
Weapons 200 → Class 100+ → Health/Melee. Weapons stat boosts PvE primary damage straight onto Thorn and the Volatile Void gun; Class feeds Gambler's/dodge uptime (your invis re-entry and weaken-melee). Melee secondary for Snare Bomb regen.
Mods, by piece:
Helmet: Harmonic Siphon (Void kills → Orbs; Thorn makes these nonstop) · Heavy/Special Ammo Finder as needed.
Gauntlets: Hand Cannon Loader · Fastball (lands Magnetic where you want the weaken).
Chest: Gyrfalcon's Hauberk (the exotic) · Arc/Solar/Stasis Resist as the content demands.
Boots:Void Weapon Surge ×2 (≈+17% Void weapon damage — applies to Thorn and the energy gun) · Orbs of Restoration.
Class item: Powerful Attraction (dodge vacuums Orbs/Breaches → Starvation Devour) · Reaper (dodge → next kill makes an Orb).
Set bonus (optional garnish, never the driver): any 4pc that boosts Void weapon damage or invis uptime fits, but the build is complete on Tier-4 gear with no set bonus — the loop is self-contained. Slot a set only if your rolls already carry the stats above.
Where it shines
PvE add-clear / GM tier: the loop is the build — poison kills chain invis + Devour + Volatile Rounds, so you clear rooms while near-unkillable and generate a flood of Orbs/Breaches for the team. Weaken (Deadfall + Magnetic) is a fireteam debuff-bucket multiplier on top.
PvP (Crucible/Trials): Thorn's DoT secures "escaped" kills; each confirm grants invis (disengage) + Truesight (info) + Refined Soul mobility. The catalyst's range bump lets the 158-RPM frame win duels it shouldn't, and the poison wins trades you technically lost.
Solo content: Devour + Persistence + on-demand invis make it a forgiving solo flawless / lost-sector tool that never runs out of primary ammo (Soul Devourer refills the mag on every Remnant).