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Void

Vigilance Wing — Last One Standing (Void Hunter)

Fireteam-support invis engine — shields the team, gets meaner when they die
Vigilance Wing 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 Kinetic · Primary · 530 RPM · No intrinsic champion

Centerpiece: Vigilance Wing (Pulse Rifle · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Fireteam-support invis engine — shields the team, gets meaner when they die Sandbox: 9.7.0 · Updated 2026-07-03

This is the rare exotic built around your allies dying. Wrap it in a Void Hunter that keeps the whole fireteam alive — reserve overshields, invisibility, shared devour — and let Vigilance Wing turn the worst-case (a downed teammate) into a free heal and sprint that lets you finish the room solo. Gyrfalcon's hands out overshields to everyone near you; the gun hands out a comeback when those overshields aren't enough.

The weapon

Harsh Truths (intrinsic): "This weapon fires a 5-round burst. When a nearby ally is killed, gain health regeneration and increased movement speed."

Vigilance Wing Catalyst — Ensemble: "Improved handling and reload speed when allies are nearby."

What it does: a 530 RPM pulse that fires an unusual 5-round burst (not the standard 3), giving it a long, accurate trigger pull that rewards staying on target. The intrinsic is really two perks in one — a passive fireteam buff (with the catalyst's Ensemble, handling and reload improve whenever allies are near, effectively always-on in a team) and a clutch survival trigger (an ally dying grants health regeneration plus movement speed, so you become the harder-to-kill last survivor). Both halves reward being grouped up, which is exactly why this anchors a team-support build rather than a selfish DPS one. It is a Kinetic Primary, so it does no elemental verb of its own and never fights the Void ability kit for a surge or an energy slot.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Invisibility and overshields are the team-support spine that matches the gun's grouped-up identity.
SuperShadowshot: DeadfallTether weakens, suppresses and groups the pack; tether kills feed invis and orbs, and it debuffs for the team.
Class abilityMarksman's DodgeReloads the equipped weapon on dodge (re-arms Vigilance Wing's mag) and, with Vanishing Step, the dodge is the invis button.
MovementStrafe JumpTightest mid-air control for holding an angle and staying on target through the 5-round burst.
MeleeSnare Bomb (Quickfall)Smoke that makes you invisible and weakens — the cheapest on-demand invis to drive the Gyrfalcon loop.
GrenadeVortex GrenadeLingering Void AoE; with Echo of Undermining it weakens the whole pack to arm Stylish and Harvest.
Aspect 1Vanishing StepDodging makes you invisible — on-demand invis from your class ability, the trigger for See Me, Feel Me.
Aspect 2Stylish ExecutionerDefeating any elementally-debuffed target grants invis and Truesight; your constant weaken keeps it firing as a second free invis source.
FragmentsPersistence · Undermining · Harvest · StarvationStretch the shared Void buffs, arm the weaken, and close a personal Orb/Breach/Devour sustain loop.
Exotic armourGyrfalcon's Hauberk (Chest)Emerging from invis arms Volatile Rounds; an invis finisher hands you and nearby allies a reserve overshield — the fireteam-shield partner to the gun.
WeaponsTwo Void weapons (energy + power)Kinetic primary frees both slots for Void guns that drive the Volatile loop and Repulsor Brace overshields.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Health → Weapons.

Class drives Marksman's and Vanishing Step uptime (the entire invis loop hangs off the dodge cooldown); Health for survivability under the layered overshields; Weapons for raw Vigilance Wing and Void-secondary damage against minors and majors. This leans a Class-primary, survivability-secondary archetype.

Mods:

Where it shines

Artifact — Slayer Baron Apothecary Satchel

This is the Void artifact, and it pours fuel on the build's exact spine — Weaken into Void Breach into Devour, with Orbs and finishers feeding the Gyrfalcon overshield loop. It amplifies the Void verb economy rather than the champion game, so stuns still ride on the subclass and the paired Void guns.

Picks (2/3/2):

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)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.
Fastball 1e fillIncreases grenade throw distance.
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 (7/10)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.
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.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Class Item (4/10)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: the Void guns' perks; or Deadfall's suppression.