Void · Roam · Slayer's Fang · Astrocyte Verse
Astrocyte Dark BlinkChecked — links and guide are done
Nova Warp, held for twenty seconds instead of spent in five. Astrocyte Verse’s Move to Survive means Dark Blink costs no Super energy while Nova Warp is active, and Nova Warp’s secondary attack is a short teleport that releases weakening seekers.
It does about 15.5K total damage, against roughly 7K for either Nova Bomb and about 11K for Nova Warp played the ordinary way. That puts it near the top of the roaming Supers.
The other half is getting it back. Tablet of Ruin’s Elemental Supercharger and Elemental Siphon turn Void weapon kills into Super energy and Void Breaches. A Breach you collect during the Super extends it, so twenty seconds becomes thirty when the floor is covered in them.
Use it for Grandmaster-tier content. It holds up at −50 and in −30 Ultimate content.
How it plays
Blink, shoot, blink again. Blinking grants Volatile Rounds on a five-second cooldown, so Slayer’s Fang is volatile essentially all the time. Volatile kills feed Repulsor Brace Refit for a full Void Overshield and Echo of Cessation for a Void Breach, on a four-second cooldown. Those Breaches are your Super bar.
Then you cast, and the loop tightens rather than pausing. Dark Blink costs nothing, the seekers weaken and kill, and Feed the Void keeps Devour up off those kills. Devour hands your grenade back fast enough to throw a Vortex two or three times without leaving the Super.
Your seekers always count as Super damage. The Iron Battalion four-piece, Supercyclical, refunds Super energy for final blows while your Super is active, and it’s currently bugged with the seekers, so they refund Super energy outside your Super as well.
Underneath that, the weaken does more than damage. Child of the Old Gods’ Void Soul weakens and briefly suppresses whatever you shoot. Echo of Harvest turns a weakened kill into an Orb of Power and another Breach, and Maligned Harvest gives a small Void Overshield every time you apply weaken.
Unraveling Orbs arms your Strand primary off the Orbs you’re already making. One burst from it before a Super spreads unravel through everything the seekers touch.
Champions are the honest drawback. Seekers don’t stun, so a Barrier re-shields and an Unstoppable ignores you. Overload is survivable because Slayer’s Fang’s Heart Piercer is anti-Overload in its own right. The Super clears the room and leaves you one or two Champions afterwards, which is fair in a fireteam and thinner solo.
Why the gear
Astrocyte Verse, Blink and Nova Warp — the build. Take Blink as your movement ability, and without it the Exotic does nothing.
Slayer’s Fang — earns all three of its jobs. Void, so it matches your Super for Elemental Siphon. Heart Piercer makes it anti-Overload, which is how you get targets exhausted for Elemental Supercharger. Its third perk socket offers Repulsor Brace Refit, which is where the constant Void Overshield comes from.
Armor — the four Legendary slots want Super refund, which is what the Iron Battalion set is for. The Exodus Down in the rail below carries a Set Bonus the build doesn’t ask for.
Kinetic slot — a Strand weapon and only a Strand weapon, so Unraveling Orbs has something to arm. Lethal Abundance fills it and any other Strand weapon works.
Power slot — flexible.
Artifact — Tablet of Ruin. Elemental Supercharger and Elemental Siphon are the Super engine, Maligned Harvest and Unraveling Orbs are the neutral game. Defibrillating Blast and Flashover are the Champion tax: stunning one grants maximum Bolt Charge, which jolts, heals and amplifies you.
Aspects — Child of the Old Gods and Feed the Void. The Void Soul returns grenade and melee energy while it drains, not rift energy. Your rift comes back off the Class stat, which is what the class-item mods are for.
Fragments — Echoes of Cessation, Harvest, Reprisal, Dilation and Expulsion. Reprisal grants Super energy for final blows while surrounded, which is free on a build that’s always surrounded. Expulsion is the swappable one.
The spread
200 Super. This is a Super uptime build, and the stat is both the damage bonus while it’s out and the recharge rate while it isn’t.
Weapons around 140 to 150, for two reasons: Slayer’s Fang damage, and the ammo bricks the stat generates, which are what keep a shotgun firing thirty shots without a resupply.
Grenade and Class after that, both floors near 100 rather than targets. Grenade because Devour’s refund scales with it and the Vortex is what you throw off cooldown mid-Super. Class because Child of the Old Gods only weakens things while your rift is available.
Two Fragments pay stats as well as effects, which is worth knowing before you drop one. Echo of Dilation is +10 Weapons and +10 Super for one cost, and Echo of Expulsion is another +10 Super. The stat is the reason to keep Expulsion, not the explosions.
Melee and Health do nothing here.