Weapon: Vigilance Wing (Pulse Rifle · Primary · Kinetic) · Subclass: Nightstalker (Void) · Role: Fireteam-support invis engine — overshields the team, gets meaner when they die Sandbox: 9.7.0 · Created 2026-06-16
The exotic is built around your allies dying — so build a Void Hunter that keeps the whole fireteam alive, and let Vigilance Wing turn the worst-case (a downed teammate) into a free heal + sprint that lets you finish the room solo. Gyrfalcon's hands out reserve overshields to everyone nearby; the gun hands out a comeback when those overshields aren't enough. It's a Kinetic primary, so both energy slots stay open for the Void weapons that actually drive the engine.
The weapon
Harsh Truths (intrinsic, verbatim): "This weapon fires a 5-round burst. When a nearby ally is killed, gain health regeneration and increased movement speed."
Vigilance Wing Catalyst — Ensemble (verbatim): "Improved handling and reload speed when allies are nearby."
What it does: a 530 RPM Adaptive Frame 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 two perks in one — a passive fireteam buff (Ensemble's handling/reload while allies are near, always on in a team) and a clutch survival trigger (an ally dying grants health regen + movement speed, i.e. you become the harder-to-kill last-survivor). Both halves are about being grouped up, which is why the build is a team-support build, not a selfish DPS one. Damage type is Kinetic, ammo is Primary — it does no elemental verb of its own, so it pairs cleanly with a Void/elemental ability kit without fighting it for surge mods or weapon slots.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invisibility + overshields = the team-support spine that matches the gun.
Super
Shadowshot: Deadfall
Tether weakens + suppresses + groups the pack; the team-debuff Super, and tether kills feed invis/orbs.
Class ability
Marksman's Dodge
Reloads the equipped weapon on dodge (re-arms Vigilance Wing's 30-round mag) and, with Vanishing Step, the dodge is the invis button.
Melee
Snare Bomb (Quickfall)
Smoke that makes you invis 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 for Harvest/Repulsor feeds.
Aspect 1
Vanishing Step
Dodging makes you invisible — on-demand invis from your class ability, the trigger for Gyrfalcon's See Me, Feel Me.
Aspect 2
Stylish Executioner
Killing any elementally-debuffed target → invis + Truesight; weaken from tether/smoke/grenade makes this fire constantly, a second free invis source.
Fragments
Echo of PersistenceInvis + Overshield + Devour last longer — it extends the very buffs Gyrfalcon hands the team
Echo of UnderminingVoid grenades weaken — arms Stylish + Harvest
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — personal sustain to stack under the overshield
Exotic armour — Gyrfalcon's Hauberk (Chest)
See Me, Feel Me (verbatim): "Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability."
This is the perfect partner for Vigilance Wing because both exotics pay out for being a team near you. Gyrfalcon's finisher clause literally gives "you and your nearby allies a reserve overshield" — you are the fireteam's mobile overshield dispenser. Vigilance Wing's Ensemble + Harsh Truths are also "while allies are near" effects. The two stack into one identity: keep the team grouped, keep them shielded, and if one still goes down, Harsh Truths makes you the one who walks it back.
Why this 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 exotic and the engine never compete for a slot — the gun is your reliable, surge-free workhorse and anti-Barrier tool 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 (See Me, Feel Me) — so your secondary Void gun is permanently volatile just from playing the invis loop.
The overshield is shared, and so is the buff. Stay invis → finisher a weakened target → the whole nearby team gets a reserve overshield + faster class regen, and all your weapons get bonus damage. You are not just surviving; you are keeping three other Guardians topped up. Echo of Persistence stretches those overshields (and your Devour/Invis) longer.
Harsh Truths is the failsafe, not the plan. When the shields don't hold and an ally dies, Vigilance Wing flips on health regen + movement speed — exactly the survival profile you want to res them or clutch the wipe. The gun is the explicit answer to the moment your support kit fails.
Weaken is the keystone that fires everything. Tether (Deadfall), Vortex+Undermining, and Snare Bomb all weaken. Weakened kills → Stylish invis, Echo of Harvest Orbs + Void Breaches, and Repulsor Brace overshields on your Void guns. One debuff state feeds invis, orbs, devour and overshields at once.
Adaptive Frame = Barrier coverage. Per Anti-Champion 2.0 the 530 RPM Adaptive pulse archetype intrinsically stuns Barrier champions — your primary handles Barriers while Deadfall's suppress neutralises Overload behaviour and ability-spam elites.
Stats & mods
Class 100+ → Health 100 → Weapons. Class drives Marksman's/Vanishing Step uptime (the whole invis loop hangs off the dodge); Health for survivability under the overshields; Weapons for raw Vigilance Wing damage vs minors/majors.
Gauntlets: Pulse Rifle Loader ×2 · Heavy Hand (melee energy).
Chest: Arc/Solar/Void Resistance (flat DR layered under the overshield).
Boots:Void Weapon Surge ×2 (≈+17% to your Volatile Void secondary) · Innervation (Orb pickup → grenade energy).
Class item: Powerful Attraction (dodge vacuums orbs) · Bomber/Outreach (ability energy on dodge — re-arms the invis loop faster).
Stat tuning: +Class / −Health where rolls allow; Class is the engine stat.
Where it shines
Endgame fireteam content (GMs, raids, dungeons-with-a-team): this is the build's home. Ensemble + Harsh Truths + Gyrfalcon's shared overshield all reward a grouped team, and the "ally died → you get tougher" clause is a real GM clutch tool, not a meme. You are the support that also clears.
Champions: Vigilance Wing (Adaptive Frame) stuns Barrier intrinsically. Deadfall's suppression handles Overload-style elites and ability-spammers. Carry an Unstoppable frame in the Void slots (or use an Unstoppable artifact mod) to close the third type — flag that Vigilance Wing itself covers Barrier only.
Add-dense survival rooms: invis loop + Devour + shared overshields make you extremely sticky while the volatile Void secondary and the 5-round-burst primary thin the room.