Volatile-detonation ad-clear — vanish, arm Volatile Rounds, let Graviton Lance turn every burst into a chain of Void explosions, and loop volatile kills straight back into invisibility
Centerpiece: Gyrfalcon's Hauberk (Chest Armor) · Subclass: Nightstalker (Void) · Role: Volatile-detonation ad-clear — vanish, arm Volatile Rounds, let Graviton Lance turn every burst into a chain of Void explosions, and loop volatile kills straight back into invisibility Sandbox: 9.7.0 · Updated 2026-07-03
Gyrfalcon's pays you Volatile Rounds every time you step 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 have made volatile, and those volatile kills make you invisible again. Vanish, light the room, vanish. The collapse feeds itself.
The exotic
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 whole engine: every exit from invisibility arms Volatile Rounds on your Void weapons for roughly nine seconds, so any Void hit now applies Volatile. With three invisibility sources feeding it — Vanishing Step, Stylish Executioner and the finisher line on the chest itself — the buff effectively never lapses, which turns Gyrfalcon's into a permanent Volatile generator rather than a one-shot proc. Clause two is the fireteam payoff: a finisher from stealth hands every nearby ally bonus weapon damage plus a deployable reserve overshield and faster class-ability regen. That makes this as much a support exotic as a personal one — you clear the pack and armour the squad on the same finisher. Its only ask is a steady invisibility source so the Volatile Rounds never run dry.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Void is the only element that turns invisibility into a weapon-buff engine and pairs Volatile with Weaken debuffs.
Super
Shadowshot: Deadfall
The tether weakens and suppresses a whole pack, feeding Stylish/Harvest procs and amplifying every volatile detonation while the orbs fuel the team.
Class ability
Marksman's Dodge
Vanishing Step turns it into on-demand invisibility, and the full reload tops Graviton between bursts — invis and a loaded gun on one button.
Movement
Triple Jump
Extra mid-air adjustments keep you repositioning between vanishes without touching the Volatile loop.
Melee
Snare Bomb
Weakens a cluster on throw — a ranged Stylish trigger and a Weaken source for Harvest and Deadfall synergy.
Grenade
Vortex Grenade
Lingering Void AoE; with Echo of Undermining it weakens the whole zone, and its kills grant Volatile Rounds through Echo of Instability.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invisibility and Truesight — the volatile kills Graviton racks up are the trigger.
Aspect 2
Vanishing Step
Dodging makes you invisible — the on-demand re-arm for Gyrfalcon's Volatile Rounds when a kill does not land.
Fragments
Echo of Undermining · Echo of Harvest · Echo of Instability
Widen the debuff, mint Orbs and Breaches off weakened kills, and add a second Volatile source off grenade kills.
Exotic armour
Gyrfalcon's Hauberk (Chest Armor)
Invisibility → Volatile Rounds is the engine; the finisher clause turns it into a team overshield/damage buff.
Weapons
Graviton Lance (Void Primary) + a Void Special + a Void Heavy
Graviton is the detonator; the two Void slots keep Surges and Volatile Flow live and cover boss DPS.
Fragments
Echo of Undermining · Echo of Harvest · Echo of Instability
Why it works (the mechanics)
Volatile Rounds plus Graviton is a chain bomb. Emerge from invisibility → Volatile Rounds → every Graviton hit makes targets volatile → the Black Hole second shot (no falloff) and the Cosmology detonation blow them up. Cosmology's Void Explosion also spawns two seeking orbs that hunt neighbours, and explosion kills can trigger further explosions — one crowd, one magazine, gone.
The detonations re-arm the gun. Volatile kills are elemental-debuff kills, so they proc Stylish Executioner → invisibility → Gyrfalcon's re-grants Volatile Rounds the instant you fire again. Vanishing Step is the manual re-arm on any dodge if a kill does not land, so the loop never opens.
Vortex plus Undermining widen the trigger. A weakening Vortex Grenade turns the whole zone into Stylish and Harvest fuel before Graviton even fires, and Echo of Instability grants Volatile Rounds off grenade kills too — a backup Volatile source for the moment you are not mid-invisibility.
The economy self-funds. Echo of Harvest turns every weakened kill into an Orb of Power and a Void Breach, feeding Armor Charge, ability energy and (via the artifact) overshields — all off kills you were making anyway. Deadfall rains extra Orbs on top.
It is a genuine team build. Deadfall's weaken plus a finisher-from-invisibility hand the fireteam weaken, bonus weapon damage and deployable reserve overshields, so you clear adds while buffing and protecting the squad on the same actions.
Stats & mods
Weapons 200 → Class → Health. Lean into a Gunner/Specialist archetype spread: Weapons drives Graviton throughput (faster clears = more invisibility = more Volatile uptime), Class feeds the dodge that is the invisibility engine, and Health keeps you standing under the reserve-overshield economy. The ~150 Weapons breakpoint is the practical floor; push to 200 where the roll allows.
Mods:
Boots: Void Weapon Surge ×2 for Graviton damage.
Arms: Pulse Rifle Loader + Pulse Rifle Targeting for reload and accuracy between bursts.
Chest: Void resistance / Concussive Dampener for survivability under fire.
Class item: Bomber for dodge uptime (more dodge = more Volatile re-arms); Reaper/Firepower if you want more Orb generation.
Surge: Void Weapon Surge to scale the volatile bursts.
Anti-Champion: Overload via Overload Grenades (artifact) plus Deadfall suppression; bring an Unstoppable/Barrier frame on a Void Special/Heavy for the rest.
Volatile Flow — picking up an Orb of Power grants your Void weapons Volatile Rounds, a fourth Volatile source on top of Gyrfalcon's so you stay volatile even between invisibility cycles.
Unto The Breach — defeating a Void-debuffed target creates a Void Breach; your volatile and weakened kills now mint Breaches non-stop.
Protective Breach — picking up a Void Breach grants or refreshes an overshield, stacking with Gyrfalcon's reserve overshields for a very tanky loop.
Void Weapon Channeling — Void kills while a Void ability is fully charged ramp Void weapon damage, scaling with how many abilities are charged, so Graviton hits harder the fuller your kit.
Bricks From Beyond — Void-weapon final blows on powerful combatants drip Heavy ammo to the team, sustaining the boss-DPS slot.
Counter Charge + Supernova — Armor Charge on champion stun, and picking up a Void Breach turns your next Void damage into a weakening pulse — more debuff feeding the detonations.
Where it shines
Add-dense PvE — patrol, strikes, Nightfalls and match-game rooms where a single volatile burst cascades through the pack and refills invisibility instantly.
Team content — the finisher-from-invisibility overshield/damage buff plus Deadfall weaken make this a support pick as much as a clear pick.
Champion coverage: Graviton Lance has no intrinsic champion stun. Cover Overload with Overload Grenades (artifact) and Deadfall suppression; volatile detonations help stagger, but bring a Barrier/Unstoppable frame on the Void Special/Heavy for full coverage.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3e
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 Surge3e
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).