Destiny 2: Graviton Forfeit Void Hunter Build Guide (2024)


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Destiny 2: Graviton Forfeit Void Hunter Build Guide (2024)

Who needs Devour when we have this Graviton Forfeit build?

I’ve never really cared much for Void Hunter, but on occasion, I find Exotics that make me reconsider my views on the subclass and Graviton Forfeit is one of those Exotics. It’s focused around Invisibility which I always have a blast messing around with. The build I’ve put together for this Exotic is one that has all the staples of a support/survival-based Invis Hunter, while also having some pretty insane mob-clearing potential as well.

Graviton Forfeit Build – Gameplay Loop

As you might guess given the build’s Exotic, this build is centered around Invisability. Specifically, having multiple methods of entering Invis so that we can save ourselves from danger. 

The build’s main gameplay loop involves entering Invis through our grenade, melee, or class ability, then Weakening targets till we can finisher them, making nearby targets Volatile through the finisher, and killing those targets to refresh Invis so we can repeat the process. 

Our Exotic severs as a means of extending our Invis timer, as well as offering us improved healing, so we don’t need Devour and improved reload speed for our weapons while in Invis. It’s more of a quality-of-life Exotic than a mechanic-heavy one.

Unlike most of my build guides, I actually have some really strong recommendations for weapons to use with this build. The first is the heavy weapon, I like running Two-Tailed Fox but Leviathan’s Breath can also work as well. I find Two-Tailed Fox works best for dealing with mobs and champions, while Leviathan works best for bosses. Either are solid picks.

You also going to want a Void weapon that has the Destabilizing Rounds Perk on it. This will make targets near the target killed with this weapon Volatile, which will allow us to trigger Invis through one of our Aspects. I’m using Basso Ostinato for this build but any Void weapon that can have this perk will do.

Abilities

  • Shadowshot: Deadfall (Super): Our Super for this build. It triggers Invis thanks to our Aspect and is great against rooms of enemies and Bosses. Never run a Void Hunter build without this one.
  • Snare Bomb (Melee): Pretty lackluster in terms of damage, but it applies Weaken to targets and that can be helpful in killing enemies quicker while also triggering Invis.
  •  Gambler’s Dodge  (Class Ability): The Hunter bread and butter. Restores our melee ability when we use our Class ability. So we will get Invis and a full melee charge whenever our Class ability is used.
  • Scatter Grenade: Deals great damage to individual enemies and groups. Also Weakens targets tanks to one of our Fragments.

Aspects

The Vanishing Step Aspect is really simple, it makes us Invisible whenever we use our class ability. This is great for getting out of danger quickly or for reviving downed allies without worrying about enemy fire.

Stylish Executioner facilitates our main Invis gameplay loop. It grants us Invis whenever we kill an enemy that is suffering from a Void debuff. This can be triggered from both our abilities and our weapons so you’ll find yourself triggering Invis quite often.

Fragments

  • Echo of Obscurity: Grants us an additional source of Invisibility via Finishers.
  • Echo of Instability: Grants our Void Weapons Volatile Rounds whenever we get kills with a grenade.
  • Echo of Cessation: Causes a Void explosion to occur whenever we perform a finisher on targets. Nearby targets caught in the explosion are made volatile. Great for clearing rooms of enemies and triggering our Aspect.
  • Echo of Undermining: Our Void grenades apply Weaken to targets. This will also trigger Stylish Executioner, making us Invisible after every grenade kill.

Armor Mods

Our armor mods are pretty strict this time around. You can make some adjustments here and there but these are mods that I feel are the most important to the build performance:

  • Harmonic Siphon: Spawn Orbs of Power from rapid Void weapon kills.
  • Firepower: 2x is the optimal choice for me but one will also do.
  • Charged-Up: 2x of these. We’d run 3 but I recommend running at least one resistance mod because damage in endgame content can be really ridiculous.
  • Stacks on Stacks: Grants an additional armor charge stack from all sources.
  • Elemental Charge: Makes our Void Breaches give armor charge stacks

Explosive Finisher: Restores a huge chunk of our grenade energy each time we perform a finisher as long as we have at least 3 stacks of armor charge. This is where all our armor charges are going and why we are investing so much into armor charge stacks.

 

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