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Void

Event Horizon — Gyrfalcon's Hauberk + Graviton Lance (Void Hunter)

Volatile-detonation ad-clear — emerge from invis → Volatile Rounds → Graviton Lance turns every burst into a chain of Void explosions, and volatile kills loop you straight back into invis
Gyrfalcon's Hauberk on light.gg

Anchor: Gyrfalcon's Hauberk · Subclass: Nightstalker (Void) · Role: Volatile-detonation ad-clear — emerge from invis → Volatile Rounds → Graviton Lance turns every burst into a chain of Void explosions, and volatile kills loop you straight back into invis Sandbox: 9.7.0 · Created 2026-06-24

Gyrfalcon's pays you Volatile Rounds every time you come out of invisibility. Graviton Lance is the worst possible gun to point at a crowd while volatile — its second-shot black hole and Cosmology seekers detonate everything you've made volatile, and those volatile kills make you invisible again. Vanish, light the room, vanish. The collapse feeds itself.

The pairing — why two exotics, not one

Gyrfalcon's Hauberk is the chest, Graviton Lance the Primary — both Void, both about the Volatile detonation:

### The invis engine — why Volatile never lapses

Three invis sources keep the Volatile Rounds permanently lit: Vanishing Step (dodge), Stylish Executioner (kill any debuffed target), and the finisher line on Gyrfalcon's itself. You are almost never not about to re-enter invis.

Loadout

SlotPickWhy
SuperShadowshot: DeadfallTether weakens + suppresses a whole pack → weakened targets feed Stylish/Harvest and amplify the volatile detonations; the orb engine fuels the team.
Class abilityMarksman's DodgeVanishing Step turns it into invis, and the full reload tops Graviton between bursts — invis and a loaded gun on one button.
MeleeSnare BombWeakens a cluster on throw — a ranged Stylish trigger and a weaken source for Harvest/Deadfall synergy.
GrenadeVortex GrenadeLingering Void AoE; with Echo of Undermining it weakens the whole zone → more Stylish + Harvest procs, and Instability turns its kills into Volatile Rounds.
Aspect 1Stylish ExecutionerDefeating any debuffed (volatile/weakened/suppressed) target → invis + Truesight. The volatile kills Graviton racks up are the trigger. 2 fragment slots.
Aspect 2Vanishing StepDodge → invisible — the on-demand re-arm for Gyrfalcon's Volatile Rounds. 1 fragment slot.
Fragments (3)

Exotic armour — Gyrfalcon's Hauberk (Chest Armor)

See Me, Feel Me: Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability.

Clause one is the engine: invis → Volatile Rounds, and with three invis sources it's permanent. Clause two is the team payoff — a finisher from stealth hands the fireteam a damage buff + deployable overshields, making this a support exotic as much as a personal one.

Exotic weapon — Graviton Lance (Pulse Rifle · Void · Primary)

Black Hole: "Second shot of a burst rips a hole through space-time, doing high damage and recoil with no falloff."

300-RPM Void pulse. The Black Hole second shot is a heavy no-falloff hit that detonates volatile targets at any range, and the Cosmology catalyst makes kills spawn Void seeker projectiles that hunt the pack — so a single volatile burst becomes a chain reaction of Void explosions across the room.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Weapons 150 → Class 100 → Health 100 → Super/Grenade/Melee dump.

Archetypes: Gunner / Powerhouse (Weapons), Specialist (Class), Bulwark (Health). Mods: Pulse Rifle Loader + Targeting, Void Weapon Surge ×2, Void/Harmonic Siphon, Reaper / Firepower on the class item, Bomber for dodge uptime.

Artifact — NPA Repulsion Regulator (Episode: Echoes)

Picks (2/3/2): Volatile Flow + Unto The BreachProtective Breach + Counter Charge + Bricks From BeyondVoid Weapon Channeling + Supernova The Void artifact — it doubles every verb this build already produces:

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (9/10)Weapon Loader (faster reload) 3e
Firepower 3eYour grenade final blows create Orbs of Power.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (5/10)Void Resistance 1e fillReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (9/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3e fillYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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).

The loop