The bow already sees through walls and shoots through shields. Hold a perfect draw forever with Oathkeeper so the damage ramps the longer you wait, drop invisible with Vanishing Step, and every fully-drawn arrow becomes a wallbang execution that nobody saw coming and nothing could block. Void Hunter turns each kill back into invis, so you snipe the room from a place it can't shoot back.
The weapon
Queen's Wrath:"While aiming down sights with a fully drawn Bow, combatants behind walls are highlighted and arrows pierce shields. Strong against [Shield-Piercing] Barrier Champions."
Catalyst — One for All:"Hitting three separate targets increases damage for a moderate duration."
A fully-drawn arrow does three things at once: it wallhacks (highlights enemies through cover so you draw before you even peek), it over-penetrates walls and pierces shields, and it carries an intrinsic Barrier-champion stun — no artifact mod, no special ammo. It's a Primary, so ammo is never the constraint; the only constraint is the draw, which is exactly what the exotic armour solves. The catalyst's One for All is a flat damage buff after you tag three separate bodies — trivial to keep up in any add-dense room, and it stacks on top of every other multiplier below.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Invis-on-demand = free repositioning + a snipe perch the enemy can't answer.
Super
Shadowshot: Deadfall
Dramatic weaken + suppress + groups the pack — the team debuff and Stylish's igniter; tethered targets stay highlighted for the bow.
Class ability
Marksman's Dodge
Reloads the bow (handy after a perfect-draw release) and repositions; pairs with Vanishing Step to vanish on every reposition.
Melee
Snare Bomb
Throwable; on stick it weakens + makes you invis — a ranged invis button that also feeds Stylish/Harvest.
Grenade
Vortex Grenade
Lingering Void damage = an easy elemental debuff to trigger Stylish kills and Echo of Harvest.
Aspect 1
Vanishing Step
"Dodging makes you invisible." Marksman's Dodge → invis on every reposition; the bow loves shooting from concealment.
Aspect 2
Stylish Executioner
"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Bow-kill a weakened/volatile target → invis again → next melee weakens. Self-sustaining cloak.
Fragments
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — your survivability
Echo of PersistenceInvisibility/Devour last longer — keeps the cloak up between draws
Echo of UnderminingVoid grenades weaken — turns Vortex into a Stylish/Harvest trigger
Exotic — Oathkeeper (Gauntlets)
Adamantine Brace:"Bow perfect draw can be held indefinitely. Gain a bonus to the Bow's damage when released, based on how long perfect draw was held. Provides a moderate benefit to the airborne effectiveness stat of Bows."
This is the iconic Hunter bow exotic and it removes Wish-Ender's only weakness. Normally a perfect draw auto-releases or decays; Oathkeeper lets you hold it indefinitely while the wallhack stays lit, then pays a damage bonus scaled by hold time on release. You sit cloaked, watch the highlighted target through the wall, hold the draw to ramp, and release a shield-piercing, wall-piercing, hold-buffed, One-for-All-buffed arrow into a champion. It's the rare exotic that buffs the weapon itself rather than a subclass verb — perfect for a Kinetic exotic that no elemental-weapon exotic (Gyrfalcon etc.) would touch.
Why this works (the mechanics)
Oathkeeper converts the bow's drawback into a damage multiplier. Wish-Ender wants fully-drawn shots; the slow draw is the cost. Oathkeeper makes the draw free to hold and pays you for holding it. Hold while you line up the wallhack target → release for the per-hold-time bonus, on top of One for All and any weaken/debuff already on the target.
Three damage multipliers stack on one arrow. Oathkeeper hold-bonus × catalyst One for All (after 3 tags) × Deadfall/Snare-Bomb weaken (a separate debuff bucket that multiplies the whole fireteam's damage). A single drawn arrow into a weakened, highlighted champion is a one-shot in most content.
The bow is its own Barrier answer — for free. Queen's Wrath pierces shields intrinsically and carries the Barrier stun, so you spend zero artifact mods or special ammo on champion coverage and still cover Barrier from across the room through a wall.
Invisibility is the firing position, and kills refresh it. Vanishing Step cloaks every dodge; Stylish Executioner re-cloaks on every debuffed kill and grants Truesight (which stacks with the bow's own wallhack). You're permanently a ghost with X-ray vision — exactly the Wish-Ender fantasy.
The Void economy keeps you alive while you snipe. Bow-kill a weakened target → Echo of Harvest drops an Orb and a Void Breach → Echo of Starvation turns the pickup into Devour (full heal + grenade refresh on kills). Echo of Persistence stretches Devour and Invisibility so the loop never gaps. You're a sniper that heals to full every kill.
Marksman's Dodge papers over the bow's reload. Combat bows are draw-then-nock; dodging reloads the bow and (via Vanishing Step) re-cloaks you — one button to reposition, reload, and vanish.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons stat is now a flat PvE damage multiplier vs minors/majors (9.7.0) — straight onto every arrow. Class feeds dodge uptime so Vanishing Step is always available; Health 100 for the Devour floor.
Helmet: Harmonic Siphon / Kinetic Siphon (kills → Orbs to fuel Harvest→Starvation Devour) · Heavy Ammo Finder.
Chest: Arc + Solar + Void Resistance (flat DR under Devour/invis).
Boots:Bow / Kinetic Weapon Surge ×2 (≈+17% bow damage — Wish-Ender is Kinetic, so surge stacks straight onto the centerpiece) · Orbs of Restoration.
Class item: Powerful Attraction (dodge vacuums Orbs into the Harvest loop) · Reaper · Bomber (dodge → grenade energy for more Vortex weakens).
Stat tuning: +Weapons/−Health where you can spare it — the build runs Devour + invis DR, so Health is the cheap trade for more arrow damage.
Where it shines
GM / -30 / -40 content: intrinsic Barrier stun + wallhack lets you stun and delete champions through cover before the room knows you're there; invis + Devour is the survivability layer. The bow's single-target ceiling handles minibosses and orange bars in one to two drawn arrows.
Boss DPS adds-phase / single-target: Oathkeeper-ramped, One-for-All-buffed, weakened drawn shots are high per-hit; Deadfall tether multiplies a damage phase for the whole team.
Champion coverage:Barrier — intrinsic to the weapon (Queen's Wrath). Unstoppable/Overload are NOT covered by the bow — bring an artifact stun mod or a second weapon of the right archetype (Unstoppable on Aggressive/High-Impact, Overload on Lightweight/Rapid-Fire), or lean on Deadfall's suppress + Snare-Bomb weaken to neutralise Overload behaviour. Flag this when slotting the other two weapons.
### The other two weapon slots
Energy/Special: a Void Special weapon (e.g. a Void special with Destabilizing Rounds, or a Strand/Arc frame covering Overload) — pick the archetype that fills the champion gap the bow leaves. Void keeps surge/elemental consistency if you run a Void surge instead of Kinetic.
Heavy: whatever the encounter wants for sustained DPS (a Heavy that covers Unstoppable via Aggressive/High-Impact archetype closes the third champion type). The bow is the precision-execution tool; the Heavy is the dump for everything you don't personally headshot.