In Destiny 2, certain exotic weapons and armor pieces can be paired to create synergistic builds where the weapon's effects enhance the armor's benefits and vice versa. For example, Slayer's Fang (a void shotgun that generates ammo bricks and provides damage buffs on kills) pairs excellently with No Backup Plans (armor that provides 70% damage resistance and shotgun damage bonuses when void overshield is active), creating a build with near-infinite survivability and ammo generation through the combination of the weapon's ammo generation stat and the armor's overshield mechanics.
Deep Dive
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Deep Dive
This Build Uses THE BEST Exotic PairingAdded:
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Today we're taking a look at a build that just makes sense. There are some exotic armor pieces and exotic weapons that are just begging to be paired together, and today's build features one of those pairings. And this build really is quite good. It allows you to run around clearing rooms with ultimate survivability, as in 70 plus% DR on top of constant devour, near infinite ammo inside of a special weapon, and then our optional weapon slots allow us to take care of bosses in that in-game content that asks you to actually pump out some DPS. There is a lot to like about this build, and I think you'll enjoy it. And for anybody that may have seen a similar build in the past, you might not have seen it updated to the current sandbox where there is a lot more benefits, but we'll get on that later. For now, I quickly have to ask you to scroll down and make sure that you're subscribed. If you like informative Destiny 2 content, whether that's builds or guides, information on weapons and stuff like that, then you're definitely want to be around when the June update hits. We're getting all those raids reprised.
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There also timestamps down there. That way, you can skim through this video, skipping to certain sections, whether it's armor mods, the artifact, whatever, and get that information easily, too.
But with that said, that's all the non-build stuff I'm going to talk about.
Now, we can dive straight in, starting with the exotic weapon. This one being the void shotgun slayer's fang. This is a craftable exotic acquired from the Kell's Fall exotic mission. And we're actually going to start with secondary perk as it's always active. It reads, "Rounds from this weapon shatter into submunitions on impact. Strong against overload champions in game. We can look at this and this perk makes it feel very unique compared to other shotguns. First thing is that this shotgun shoots ricocheting projectiles rather than just normal pellets. And these projectiles do have a degree of tracking to them, allowing you to pretty lazily shoot near your targets or through them to get collaterals and multi-kills with one trigger pull. Also, as the description stated, it is good against overloads, meaning we can stun them. And then the last cool thing about the shotgun is that it is a magazine based shotgun, meaning that pressing reload once will reload all the bullets rather than just one at a time. And then for the last and final bit of unwritten information about Slayer's Fang, this shotgun kind of prints out ammo bricks. Because we can easily get multi-kills in one shot, we fill up our special ammo meter very, very quickly. It is not difficult by any means to make a more ammo than we actually use. But now back into the weapon itself. Its main exotic perk reads, "Dealing final blows to target grants nightsworn sight. During that time, final blows grant true sight.
reload speed and precision damage is increased and submunitions weaken targets. So for the first part of the exotic perk, if we score a kill, we can see nightsworn sight activate. This causes our shotgun projectiles to weaken on hit. We deal plus 15% precision damage and we have a fast reload while also any kills giving us a little bit of true sight. Ultimately though, we appreciate nightsworn sight because of the 15% debuff and the 15% damage increase. It's like a classic damage perk with a lot more happening. But now for the last bit about this exotic. As a craftable weapon, it has access to different catalysts, but the one that we run here is repulsor brace, which will give us a void overshield when defeating a void debuff target. So the shotgun also gives us void overshield whenever we kill anything that we weaken. But now moving on from our exotic weapon, we're going to immediately take a look at our exotic armor piece. And there's only one that is begging to be paired with this exotic, and that's one that gives us near infinite 70% damage resist, which is of course no backup plans. These exotic gauntlets read, "While you have a void super equipped, rapid shotgun final blows or defeating a powerful combatant with a shotgun will grant a void overshield and start health regeneration. While you have a void overshield, shotguns deal additional damage and shotgun final blows refresh the overshield, provides a moderate benefit to shotgun airborne effectiveness and reload speed. So, first looking at how this exotic armor piece grants this build void overshields. Upon scoring three kills, will we be granted an overshield and begin regening our health? This is a great effect, but we actually usually get the void overshield sooner thanks to slayer's fang having repulsor brace. And yeah, when that overshield is up, all damage sources are reduced by 70%. But the main reason we run this exotic is for part two of the exotic perk where we get increased damage while we have an overshield. For simply having one active, our shotguns deal 35% more damage and this stacks with everything.
And then for the last little bit, while an overshield is active, shotgun kills completely refresh it and the timer. So yeah, on the weapon side of things, we are increasing our outgoing damage and then our exotic armor piece doubles down and increases our outgoing damage even more while also boosting our survivability. This is a lovely pairing and it's almost where the build could end. But continuing forward to flesh out this build a lot more. We have our subclass. We do end up on prismatic as a fallback in case we need to clear rooms or do boss damage without just using a single shotgun. Our super does need to be Twilight Arsenal, otherwise our exotic armor piece just wouldn't work.
Our class ability is thruster just because I like it. Our melee ability is frenzy blade for its three charges. Not really about the ability itself. And then our grenade is glacia grenade because it deals pretty good damage and fills a lot of our darkness meter. As for our aspect options, there's no surprises here. Our first one is knockout. This aspect says that upon breaking a shield or critically wounding an enemy, it's going to activate. And when activated, our melee will launch further and deal more damage. And the aspect also says that melee kills will heal us while making us amplify. To show it off in game, if we kill one enemy, knockout is going to activate. Then we can just run around punching to heal us and make us amplified, which is really important because if you didn't know, amplified makes us tankier by granting us 15% damage resistance as well as making us more evasive, literally. But then we have our second aspect, and this one feeds into knockout with this one being consecration. This aspect says that while sliding, we can activate our melee to do an uppercut that releases a scorching wave. Then we can activate our melee again in the air to slam down, releasing another wave that ignites anything that's scorched. In game, we can use this ability and see that it deals big damage. We can also see that it pairs with knockout to heal us upon getting kills with it. Effectively, when there are some enemies that you want to weaken before shotgunning or a big group of ads you just want to pop instantly, this ability is going to do that for you within this build. But now to finish our subclass build out, we have our fragments. And first is facet of protection. This gives us more damage resist for simply being near enemies.
Then fast of courage so that our light abilities deal a bit more damage to dark debuffed enemies. This is really great for our super. Next is fast of dawn so that our consecrations or our knockout punches make us radiant. This buffs our weapon damage by 20% and allows them to pierce barriers. And lastly, we use fast of purpose as with a void super orbs will give us void overshields. not super necessary, but it's another source for some redundancy when we do want to increase our shotgun damage. So, now that we're done with our subass, we need to talk about our other weapon options.
And when it comes to boss damage, we want to fill out our kinetic and heavy slots with something kind of mindful towards that, as Slayer's Fang itself doesn't have that great of reserve ammo, so it's not a boss nuker really. To that end, what I find myself using is Mint Retrograde, a rocket pulse within the kinetic slot, and something like the A499 if I need it within my heavy slot.
For most of us though, you could probably just keep your boss damage weapon to your heavy. But also, if you do decide to run double special and you run into issues having ammo, because double special cuts your ammo in half, then do feel free to put on a primary.
Ultimately, we want to focus on using the shotgun. But now, with weapons done, let's move on to armor. The first thing to look at is our armor stats. The stat we focus on the most is going to be our weapon stat. Up to 100, this stat will give us increased damage versus rank and file enemies. And then above 100, it increases our outgoing damage to bosses and also gives us a chance at larger bricks. It's a linear percent increase up to a guaranteed where any ammo brick we pick up is doubled. The next focus is super. 100 will give us the shortest cool down. Right here, I have 90, but it's kind of all I could get. And then the last focus was grenade and melee. so that we can spam those abilities. Well, most likely your armor will give you a lot of extra grenade. Now though, since we don't need a specific armor set, our last bit here for armor is armor mods.
On the helmet, we run two special finders for more ammo and a void siphon for orbs from slayer's fang kills. Our arms get too heavy-handed, so we make orbs on melee kills with a shorter cooldown. Our chest piece gets resist and an ammo generation mod because we want all the ammo we can get. Our legs have a better already, so that we begin health regeneration upon orb pickup.
This actually cannot be interrupted if we have an overshield active which is pretty cool even if we take damage. Then we run in invigoration to get melee energy on orb pickup and then a void scavenger so we get yes even more ammo.
And then our class item we use powerful attraction so we can pick up orbs whenever we use our class ability and then a special finisher to make ammo on demand. And lastly a proximity ward so that we are invincible when doing that finisher. But now for our final topic we have the artifact and there are two main ones that boost this build. The artifact is part of the reason why this build is better than it was first introduced in episode Heresy. Firstly, we have power from pain, which grants us devour when scoring three rapid kills on weakened enemies. Slayers Fang is literally constantly doing this, giving us a very consistent devour, which is a lot of survivability. And then the other big perk is avoid infestation, which causes weakened kills to spread weaken and deal a bit of damage whenever it does. So, it's really nice and you don't have to think about it. But now with that quickly covered, all we have left is the gameplay loop. And it is pretty simple.
We begin by just walking up to some enemies and blasting away with Slayer's Fang. Within the first two kills, we will have a number of things happen.
Slayer's fang will buff itself, causing subgrant shots to weaken and deal more precision damage. And then we will get an overshield. At this point, we are tankier with overshield's 70% damage resist. And no backup plans is giving us a 35% damage boost to our shotgun on top of what it's already doing. We then just continue to pull the trigger. After three or four kills, we're going to trigger devour, which is healing us on every kill. Even if you can't see your health bar, thanks to our infinite overshields. And thanks to no backup plans, every kill is also refreshing that void overshield. You should be able to run through all manners of enemies with that combo of tanky plus lethal.
When we do see a mini boss or a boss, something like a champion, using our consecration is a good idea as that deals tons of damage and further buffs our shotgun by making us radiant. And then against real bosses, our super and other weapons will do the trick there.
But even slayer fang itself isn't that bad if you can aim it through the head.
Ultimately though, we just want to run around manning Slayer's Fang and reap the immense benefits. Remember that the ammo generation stat is insane, so you absolutely can use this as a primary weapon and just take out every enemy that you see. But I think that's all I have to say today. This is a very fun build, a little bit more casual, but I love it a ton and it's super just a very nice pairing. It just makes sense. Now, with that said, thank you for getting this far into the video. Your viewership is greatly appreciated. Remember that I'm trying to hit 50,000 subscribers by the end of the year. I can't do it without your help. Remember that there's also a DIM link down in the description.
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