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
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invisibility and overshields are the team-support spine that matches the gun's grouped-up identity.
Super
Shadowshot: Deadfall
Tether weakens, suppresses and groups the pack; tether kills feed invis and orbs, and it debuffs for the team.
Class ability
Marksman's Dodge
Reloads the equipped weapon on dodge (re-arms Vigilance Wing's mag) and, with Vanishing Step, the dodge is the invis button.
Movement
Strafe Jump
Tightest mid-air control for holding an angle and staying on target through the 5-round burst.
Melee
Snare Bomb (Quickfall)
Smoke that makes you invisible and weakens — the cheapest on-demand invis to drive the Gyrfalcon loop.
Grenade
Vortex Grenade
Lingering Void AoE; with Echo of Undermining it weakens the whole pack to arm Stylish and Harvest.
Aspect 1
Vanishing Step
Dodging makes you invisible — on-demand invis from your class ability, the trigger for See Me, Feel Me.
Aspect 2
Stylish Executioner
Defeating any elementally-debuffed target grants invis and Truesight; your constant weaken keeps it firing as a second free invis source.
Fragments
Persistence · Undermining · Harvest · Starvation
Stretch the shared Void buffs, arm the weaken, and close a personal Orb/Breach/Devour sustain loop.
Exotic armour
Gyrfalcon'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.
Weapons
Two Void weapons (energy + power)
Kinetic primary frees both slots for Void guns that drive the Volatile loop and Repulsor Brace overshields.
Fragments
Echo of PersistenceVoid buffs — Invisibility, Overshield, Devour — last longer, extending the very buffs Gyrfalcon hands the team
Echo of UnderminingVoid grenades weaken — arms Stylish and Harvest
Echo of Harvestweakened kills → Orb of Power + Void Breach
Echo of Starvationpick up Breach or Orb → Devour, personal sustain to stack under the overshield
Why it works (the mechanics)
Kinetic primary frees both energy slots. Vigilance Wing asks for nothing elemental, so you run two Void weapons alongside it to drive Gyrfalcon's Volatile loop and Repulsor Brace overshields. The gun and the engine never compete for a slot — Vigilance Wing is the reliable surge-free workhorse while the Void guns do the verb spam.
Invis is a button you press twice. Vanishing Step (dodge → invis) and Stylish Executioner (debuffed kill → invis) mean you re-enter stealth constantly. Every exit from invis arms Volatile Rounds on your Void weapons for 9 seconds (See Me, Feel Me), so your secondary Void gun stays effectively permanently volatile just from playing the loop.
The overshield is shared, and so is the buff. Stay invisible, finish a weakened target, and the whole nearby team gains a reserve overshield plus faster class-ability regen — and all your weapons gain bonus damage. You are not just surviving; you are keeping three other Guardians topped up. Echo of Persistence stretches those overshields (and your Devour and Invisibility) longer.
Harsh Truths is the failsafe, not the plan. When the shields don't hold and an ally goes down, Vigilance Wing flips on health regeneration plus movement speed — exactly the survival profile you want to res them or clutch the wipe. The gun is the explicit answer to the moment the support kit fails.
Weaken is the keystone that fires everything. Tether (Deadfall), Vortex plus Undermining, and Snare Bomb all weaken. Weakened kills grant Stylish invis, Echo of Harvest Orbs and Void Breaches, and feed Repulsor Brace overshields on your Void guns. One debuff state feeds invis, orbs, devour and overshields at once.
Devour closes the personal sustain loop. Echo of Starvation turns every Breach or Orb pickup into Devour, and Harvest keeps those pickups flowing off weakened kills — so under the shared overshield you also self-heal on every kill, making you the stickiest body in the room.
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:
Boots: Void Weapon Surge ×2 (damage on your Volatile Void secondary) · Innervation (Orb pickup → grenade energy).
Arms: Pulse Rifle Loader ×2 · Heavy Hand (melee energy on melee kills, re-arms Snare Bomb).
Chest: Arc/Solar/Void Resistance (flat damage reduction layered under the overshield).
Class item: Powerful Attraction (dodge vacuums Orbs) · Bomber/Outreach (ability energy on dodge — re-arms the invis loop faster).
Surge: Void Weapon Surge (biases damage toward the Volatile Void secondary that does the killing).
Anti-Champion: none intrinsic — Vigilance Wing carries no champion stun. Source Barrier/Overload/Unstoppable from artifact mods, the Void guns' perks, or Deadfall's suppression.
Where it shines
Endgame fireteam content (GMs, raids, team dungeons): this is the build's home. Ensemble, Harsh Truths and Gyrfalcon's shared overshield all reward a grouped team, and the "ally died → you get tougher" clause is a genuine GM clutch tool, not a meme. You are the support that also clears.
Add-dense survival rooms: the invis loop plus Devour plus shared overshields make you extremely sticky while the Volatile Void secondary and the 5-round-burst primary thin the room.
Champion coverage: Vigilance Wing breaks no champions on its own (no intrinsic stun in its perk text, `champion: null` in the manifest). Deadfall's suppression neutralises Overload behaviour and ability-spam elites; source Barrier and Unstoppable stuns from artifact anti-champion mods or the two Void weapons' perks.
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.
Power From Pain grants Devour and creates a Void Breach on rapid final blows against weakened targets — your whole loop condensed into one mod, and your weaken sources keep it live.
Total Carnage gives damage resistance and heals you after finishing a powerful combatant — it pays off the exact invis finisher you already run to trigger Gyrfalcon's shared overshield.
Void Renewal lets Void weapon final blows generate Void Breaches while Devour is active, and Breach pickups boost reload and handling — it closes the Devour-to-Breach sustain loop on your Volatile secondary.
Curative Orbs spawns an Orb on your first shield break and heals on pickup, feeding Harvest, Starvation and Innervation off ordinary damage.
Debilitating Wave makes finishers emit a wave matching your Super's element — Void (Deadfall) means it Weakens, restocking Stylish and Harvest straight off your finisher.
Supernova turns a Void Breach pickup into a large weakening pulse on your next Void damage — free re-weaken on the whole pack.
Old God's Rite rains seeking projectiles from Void weapon damage after a Breach pickup — extra add-clear layered onto the Volatile secondary.
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)
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.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Void Resistance1e
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 (7/10)
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.
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.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Class Item (4/10)
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically 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.