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 (intrinsic):"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 the loadout brings. The whole play pattern is: pre-draw on a highlighted target from cover, hold, and release a shield-piercing execution the target never sees leave the wall.
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 setup; 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.
Movement
High Jump
Extra vertical to reach the elevated snipe perches the wallhack rewards.
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
Harvest · Starvation · Persistence · Undermining
The Void survival + debuff economy that keeps the cloak lit and the target weakened between draws.
Exotic armour
Oathkeeper (Gauntlets)
Holds the perfect draw indefinitely and pays a damage bonus scaled by hold time — turns the bow's only weakness into a multiplier.
Weapons
Void Special (fills the champion gap) + Heavy for sustained DPS
Bow is Kinetic single-target execution; the pair covers Overload/Unstoppable and burst-heavy phases.
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
Why it works (the mechanics)
Oathkeeper converts the bow's drawback into a damage multiplier. Wish-Ender wants fully-drawn shots and 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, then release for the per-hold-time bonus on top of One for All and any weaken 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.
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 → Class. Weapons stat is a flat PvE damage multiplier vs minors/majors (9.7.0) — straight onto every arrow. Health feeds the Devour floor; Class feeds dodge uptime so Vanishing Step is always available. Archetype lean: a Weapons-primary set with a Health secondary.
Chest: Arc + Solar + Void Resistance (flat DR under Devour/invis).
Class item: Powerful Attraction (dodge vacuums Orbs into the Harvest loop) · Bomber (dodge → grenade energy for more Vortex weakens).
Surge: Kinetic Weapon Surge (Wish-Ender is Kinetic — surge stacks straight onto the centerpiece).
Anti-Champion: Barrier is intrinsic to Wish-Ender; bring an artifact stun mod or a second weapon for Overload/Unstoppable.
Artifact — Slayer Baron Apothecary Satchel
This Void-heavy pool mirrors the build's whole engine — Weaken → Devour → Void Breach → weaken-pulse — and turns every drawn arrow into both a heal and a debuff-spreader. The bow already covers Barrier intrinsically, so these mods spend on the loop, not champions.
Curative Orbs makes Orbs on shield breaks, fuelling the Harvest → Starvation Devour.
Debilitating Wave emits a Void weaken wave on Snare-Bomb finishers — extra debuff for the fireteam.
Supernova turns a Void Breach pickup into a large weakening pulse on your next drawn arrow — stacks weaken onto the highlighted target.
Old God's Rite rains seeking projectiles from Void weapon damage after a Breach pickup, adding add-clear off the single-target bow.
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 is broken intrinsically by the weapon (Queen's Wrath — shield-pierce + stun). Overload and Unstoppable are NOT covered by the bow — bring an artifact stun mod or a second weapon of the right archetype, or lean on Deadfall's suppress + Snare-Bomb weaken to neutralise Overload behaviour. Flag this when slotting the other two weapons.
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 (3/10)
Kinetic Loader1e
Increases reload speed of Kinetic weapons.
Kinetic Loader1e
Increases reload speed of Kinetic weapons.
Fastball1e
Increases grenade throw distance.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Bomber1e
Reduces grenade 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).