Trade the lingering Vortex for a short-range Handheld Supernova. Hit hard, start Devour, and turn a successful breach into the next grenade.
MAGNETIC GRENADECONTRAVERSE HOLD4× EXODUS DOWN
Pocket Supernova / VOID 006
A pocket-sized opening move.
Contraverse Hold + Legend of Acrius Handheld Supernova · Devour · Weaken
Your jobBreach & burst
GrenadeMagnetic / charged blast
Exotic armorContraverse Hold
Exotic weaponLegend of Acrius
01 /
The burst alternative to Vortex.
Same Exotic / Different delivery
Magnetic becomes Handheld Supernova.
Equip Magnetic Grenade + Chaos Accelerant. Hold the grenade input to charge, then release a short-range Void blast instead of the ordinary thrown Magnetic Grenade. This conversion is commonly called Handheld Supernova.
The current aspect description also gives this conversion a reduced cooldown and an additional grenade charge. Those are aspect benefits, not effects of reaching 200 Grenade or wearing Exodus Down.
Why choose it?
Immediate pressure in a tight space.
Contraverse Hold grants charging resistance, energy return on charged grenade hits, and Weaken. Feed the Void makes a Void ability kill start enhanced Devour for healing and grenade energy from subsequent kills.
Choose this for close packs and short damage windows. Choose Vortex for persistent area coverage and enemies that remain inside it. This blast has no lingering field to keep ticking damage after release.
Choose a nearby pack, a doorway, or a corner you can retreat behind. Do not charge straight into an exposed stomp zone.
Charge, aim, release.
Hold the grenade button until charged, then release toward enemies within the short-range blast. Ordinary throw and charged conversion are different actions.
Start Devour.
A charged hit triggers Contraverse's energy return and Weaken. A Void ability final blow starts Devour; grenade final blows also grant Volatile Rounds through Instability.
Clean up with Void.
Finish enemies with your Void primary to sustain Devour and make use of Volatile Rounds. Save Heavy ammo for durable threats.
Burst the priority target.
Use Acrius at a safe distance. With its catalyst, a successful melee hit activates Trench Barrel for up to three shots or its time limit. Do not force the melee if unsafe.
Keep a reserve or reset.
Use the additional grenade charge deliberately, collect Orbs, and Rift behind cover when needed. If no kills are available, disengage instead of expecting Devour to heal on its own.
03 /
Subclass setup.
Void / Voidwalker
Abilities
Super
Nova Bomb: CataclysmBurst against a priority target or wave; give the projectile a clear path.
Grenade
Magnetic GrenadeNormal throw for the ordinary grenade; hold and release with Chaos Accelerant for Handheld Supernova.
Class ability
Healing RiftRecovery between pushes, placed behind cover rather than in lethal damage.
Melee
Pocket SingularityUtility and a Void ability trigger. Avoid displacing a target out of your short-range blast.
Movement
Burst GlideControlled positioning and retreat. Blink is optional, not part of the required loop.
Two aspects / Four slots
Chaos Accelerant — required
Enables the charged Magnetic-to-blast conversion. The current description grants the conversion reduced cooldown and an additional grenade charge. Check your live grenade HUD and current aspect text after patches.
Feed the Void
Void ability final blows activate enhanced Devour, improving health and grenade-energy restoration. Subsequent final blows sustain your offense.
Child of the Old Gods is not equipped. The charged blast remains a grenade ability, not a Super or melee attack despite its name and short range.
Weapon follow-up
Echo of Instability
Grenade final blows grant Volatile Rounds to Void weapons. Your Void primary benefits; Arc Acrius does not.
Sustain window
Echo of Persistence
Extends your applicable Void buffs, including Devour. More time to find a kill is not healing without a kill.
Pack clearing
Echo of Expulsion
Void ability final blows cause targets to explode, adding area pressure after a successful blast.
Optional close cleanup
Echo of Exchange
Melee final blows grant grenade energy. A bonus for a safe cleanup kill, not a reason to punch a full-health boss. A Trench Barrel melee hit alone does not satisfy this final-blow requirement.
Count live fragment modifiers in final stats. Current descriptions include +10 Melee from Instability, +10 Melee from Exchange, and -10 Class / -10 Weapons / -10 Health from Persistence. Do not interpret those bonuses as extra grenade charges.
04 /
Gear and stat targets.
Exotic gauntlets
Contraverse Hold
Chaotic Exchanger: Resist damage while charging a Void grenade with Chaos Accelerant. Charged grenade hits return grenade energy and apply Weaken.
A hit can start the energy return without a kill; a kill enables the Devour and grenade-kill fragment effects. Do not claim a guaranteed full refund from every blast or a lingering Vortex-style second hit.
Exotic Arc Heavy shotgun
Legend of Acrius
Shock Blast: High-damage Arc blasts for a safe close-range finish. Its catalyst's Trench Barrel rewards a melee hit with increased damage, handling, and reload speed for a short time or until three shots are fired.
Strongly recommend the catalyst, but never trade survival for its melee trigger. Acrius uses Heavy ammo and does not receive Volatile Rounds.
One Exotic arms slot / four Legendary Exodus Down pieces
Slot
Equip
Role
Helmet
Exodus Down HoodLegendary · piece 1
Void Siphon, grenade-kill Super energy, ammo utility.
Arms
Contraverse HoldExotic
Charged-blast engine and grenade-kill mods.
Chest
Exodus Down RobesLegendary · piece 2
Close-range and encounter resistance mods.
Legs
Exodus Down BootsLegendary · piece 3
Arc surge for Acrius and Orb benefits.
Class item
Exodus Down BondLegendary · piece 4
Completes both set bonuses; Rift-to-Orb loop.
Both bonuses active
2 pieces / Emergency Electromagnet
When your shields break, instantly collect nearby Orbs of Power and ammo bricks.
4 pieces / Repurposed Charge
Gaining, losing, or spending Armor Charge heals you and grants brief damage reduction, scaling with the amount of charge shifted.
Use actual set-bonus-enabled pieces, not ornaments or old copies without perks. Never deliberately break your shields to trigger pickups.
Legendary companions
Void primary + a ranged Special.
Energy: A Void primary with Demolitionist for grenade energy from kills; the refreshed Gnawing Hunger auto rifle is the named recommendation below.
Kinetic slot: A Legendary Kinetic, Stasis, or Strand Special that covers range and activity requirements.
Unsafe shotgun encounter: Change to a suitable ranged Heavy and match the surge to its element. No grenade build removes an encounter's range constraints.
Acrius is the only Exotic weapon. Keep a valid Champion plan rather than assuming short-range damage alone is a stun.
Three Legendary weapon picks / 2026 PvE.
Checked 23 October 2026. The linked Monument of Triumph roll guides rate these S-tier for PvE; this is not a verified live usage ranking. Use the refreshed Gnawing Hunger version for the listed perk pairs.
Cleanup after a Supernova starts Devour. Receives Volatile Rounds and, with Demolitionist, refills grenade energy through kills. The alternate pair is a defensive choice, not two extra perks.
Direct follow-up burst when Heavy ammo should be saved. Land complete bursts for the perk benefit; manage charge time instead of charging both grenade and fusion while exposed.
Ouster EngineStasis · Kinetic slot · Special area-denial GL
Auto-Loading Holster + Chaos Reshaped
Adds persistent lane coverage that Magnetic's instantaneous blast lacks. It is a Special weapon, not an ability grenade; Firepower does not activate just because the weapon is a grenade launcher. Replaces Accelerando-42.
Recommended stats / Full 0–200 scale.
Damage-first target: 200 Grenade / 100 Class / 50 Melee / 50 Super. A 400-point planning allocation, not a verified inventory loadout. Above-100 Grenade fits the damaging grenade focus.
Grenade / Priority 1200 / 200Recharge foundation and damage investment.200 / 200
0100200
Class / Rift recovery100 / 200A dependable fallback between breaches.100 / 200
0100200
Melee / Utility50 / 200No need to maximize a cleanup mechanic.50 / 200
0100200
Super / Nova burst50 / 200Supplement through Orbs and grenade kills.50 / 200
0100200
Apply fragment modifiers before judging final totals; preserve the set bonus and essential resistances. Leave room for Health and Weapons rather than treating them as mandatory zeroes. Nearby values are fine because stats scale per point.
05 /
Artifact priorities.
Useful conditional picks
Overload Submachine Gun: If available and using an SMG, supplies relevant Champion coverage.
Counter Energy: If available, Champion stuns grant energy to your least-charged ability.
Void Infestation: If available, supports weakened-target kill chains through its tracking effect.
Coverage before extras
Bring valid counters for every Champion in the activity. Volatile Rounds can support Barrier coverage on the Void primary when applicable; they do not apply to Arc Acrius.
Skip redundant Devour perks and irrelevant sword or Arc-Super requirements. Your Super is Void.
If the examples are absent, choose current grenade, Void weapon, Orb, ammo, and defense perks matching the equipped gear.
06 /
Armor mods: make the burst pay back.
Slot
Recommended mods
Purpose
Helmet
Void Siphon Ashes to Assets Heavy Ammo Finder
Void weapon multikills make Orbs. Grenade final blows grant bonus Super energy; Finder supports Acrius ammo.
Arms
Firepower Bolstering Detonation
Grenade final blows make Orbs, subject to cooldown. Grenade damage returns class energy. A charged blast is still a grenade ability.
Protect against nearby threats and splash, respecting each mod's actual conditions. No guaranteed stomp survival.
Legs
Arc Weapon Surge Innervation Recuperation
Arc Surge buffs Acrius and causes timed Armor Charge decay. Orbs return grenade energy and heal you.
Class item
Bomber Powerful Attraction Reaper
Rift use returns grenade energy and gathers nearby Orbs; your next weapon final blow after class ability use creates an Orb.
Use one charge plan.
Siphon, Firepower, and Reaper supply Orbs. With the surge equipped, Orb pickups grant Armor Charge; timed decay removes it. Both changes feed Exodus Down's personal defensive effect.
Arc Surge does not buff the Void primary or Handheld Supernova. Avoid adding Kickstart spenders casually: they compete with the surge and need separate consideration for a multi-charge grenade setup.
Respect cooldowns and mod energy.
Two fast blast kills do not promise two Firepower Orbs if its cooldown is active. Use the real displayed energy costs and smaller stat mods when needed; prioritize resistances and the core Orb engine over perfect totals.
Devour, Contraverse, Demolitionist, and Innervation support recharge. Exchange is only a safe melee-kill bonus, not the core energy source.
GO /
Before you breach.
Ticks last for this open page only and are not saved between visits.
Tell your friends this.
"I'm using the burst version: charged Magnetic becomes a short-range Supernova, not a Vortex. I'll weaken the pack, start Devour, then pressure the priority target. If I miss or can't safely get close, I'll reset rather than force it."
Pick your Void style.
Magnetic: immediate short-range burst and charge flexibility. Vortex: lingering area damage and coverage. Both retain Contraverse Hold, Devour, and four-piece Exodus Down.
REF /
Sources & version notes.
Prepared 23 October 2026. Current retrieved aspect text underpins the blast conversion, reduced cooldown, and extra charge. This is a curated recommendation, not an in-game-tested optimum or measured DPS benchmark. Verify live tooltips, attribution, costs, and cooldowns after patches.
All styles, illustration, and print behavior are embedded. This one file works offline; only online source links and the optional local comparison link need resources outside this file.