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
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:
Gyrfalcon's Hauberk grants Volatile Rounds the instant you emerge from invisibility, plus a finisher-from-invis team buff (bonus weapon damage + reserve overshields for the fireteam). Its only ask is a steady invis source so the Volatile Rounds never run dry.
Graviton Lance is the perfect host for Volatile: a 300-RPM Void pulse whose Black Hole second shot is a no-falloff detonation, and whose Cosmology catalyst spawns Void seeker projectiles on kills. Make a target volatile and a single burst detonates it and the seekers chain it across the pack.
They meet on Volatile → invis → Volatile: Vanishing Step gives invis on demand → Gyrfalcon's arms Volatile Rounds → Graviton makes the room volatile → volatile kills trigger Stylish Executioner → invis again → Volatile re-armed. A closed Void loop with the gun as the detonator.
### 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
Slot
Pick
Why
Super
Shadowshot: Deadfall
Tether weakens + suppresses a whole pack → weakened targets feed Stylish/Harvest and amplify the volatile detonations; the orb engine fuels the team.
Class ability
Marksman's Dodge
Vanishing Step turns it into invis, and the full reload tops Graviton between bursts — invis and a loaded gun on one button.
Melee
Snare Bomb
Weakens a cluster on throw — a ranged Stylish trigger and a weaken source for Harvest/Deadfall synergy.
Grenade
Vortex Grenade
Lingering Void AoE; with Echo of Undermining it weakens the whole zone → more Stylish + Harvest procs, and Instability turns its kills into Volatile Rounds.
Aspect 1
Stylish Executioner
Defeating any debuffed (volatile/weakened/suppressed) target → invis + Truesight. The volatile kills Graviton racks up are the trigger. 2 fragment slots.
Aspect 2
Vanishing Step
Dodge → invisible — the on-demand re-arm for Gyrfalcon's Volatile Rounds. 1 fragment slot.
Fragments (3)
Echo of UnderminingVoid grenades weaken — turns Vortex into a room-wide Stylish/Harvest trigger
Echo of Harvestdefeating weakened targets → Orb of Power + Void Breach → ability + overshield economy
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source for when you're not mid-invis
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.
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)
Volatile Rounds + Graviton = a chain bomb. Emerge from invis → Volatile Rounds → every Graviton hit makes targets volatile → the Black Hole shot and the Cosmology seekers detonate them → volatile detonations spread to neighbours. One crowd, one magazine, gone.
The detonations re-arm the gun. Volatile kills proc Stylish Executioner → invis → Gyrfalcon's re-grants Volatile Rounds the moment you fire again. Vanishing Step is the manual re-arm if a kill doesn't land. The loop is closed.
Vortex + Undermining widen the trigger. A weakening Vortex turns the whole zone into Stylish/Harvest fuel even before Graviton fires, and Echo of Instability gives Volatile Rounds off grenade kills too — a backup for the backup.
It's a team build. Deadfall + finisher-from-invis hand the fireteam weaken, bonus damage, and deployable overshields; Echo of Harvest + the Super rain Orbs. You clear adds and buff/protect the squad.
The economy self-funds. Harvest's Orbs + Void Breaches feed Armor Charge, ability energy, and (with the artifact) overshields — all off the kills you were making anyway.
Weapons
Graviton Lance (Void Primary) — the volatile detonator + your workhorse.
Special/Heavy: a second Void weapon keeps surges + Volatile-Flow (artifact) live and benefits from the same economy; a Void Heavy covers boss DPS.
Champions (Anti-Champion 2.0): Graviton has no intrinsic stun — Overload via Deadfall suppression + Overload Grenades (artifact); Volatile detonations stagger; bring a Barrier/Unstoppable archetype frame on the Special/Heavy.
Stats & archetypes
Priority: Weapons 150 → Class 100 → Health 100 → Super/Grenade/Melee dump.
Weapons 150 — Graviton throughput; the volatile detonations scale with the kill cadence, so faster clears = more invis = more Volatile.
Class 100 — the dodge is the invis engine; more dodge uptime = more Volatile Rounds uptime. The single most build-defining stat after Weapons.
Health 100 — survivability under the reserve overshields + Devour-lite economy.
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.
Picks (2/3/2):Volatile Flow + Unto The Breach — Protective Breach + Counter Charge + Bricks From Beyond — Void Weapon Channeling + Supernova The Void artifact — it doubles every verb this build already produces:
Volatile Flow — picking up an Orb grants Volatile Rounds. A fourth Volatile source on top of Gyrfalcon's — you're volatile even between invis cycles.
Unto The Breach — defeating a Void-debuffed target makes a Void Breach. Your volatile/weakened kills now mint Breaches non-stop.
Protective Breach — picking up a Breach gives/refreshes an overshield, stacking with Gyrfalcon's reserve overshields → very tanky.
Void Weapon Channeling — Void kills with a Void ability charged ramp Void weapon damage (more per charged ability). Graviton hits harder the fuller your kit.
Bricks From Beyond — Void Heavy kills drip Heavy ammo to the team — sustains the boss-DPS slot.
Counter Charge / Supernova — Armor Charge on champion stun / Breach → a weakening Void pulse, more debuff for the detonations.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Harmonic Siphon1e
Rapid 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 Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (9/10)
Weapon Loader (faster reload)3e
Firepower3e
Your grenade final blows create Orbs of Power.
Utility Kickstart3efill
When 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 Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (9/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3efill
Your 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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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).
Open with Graviton Lance on a pack → hits apply Volatile → the Black Hole shot + Cosmology seekers detonate them → the explosions chain through the crowd.
A volatile kill → Stylish Executioner → invis again → fire → Volatile re-armed. Drop Vortex (weakens via Undermining) to widen the next trigger.
Deadfall a dense room or boss-add wave; finish a target from invis to hand the team bonus damage + overshields. Harvest + Volatile-Flow keep the economy topped.