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Void

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

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
Gyrfalcon's Hauberk on light.gg

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

SlotPickWhy
SubclassNightstalker (Void)Void is the only element that turns invisibility into a weapon-buff engine and pairs Volatile with Weaken debuffs.
SuperShadowshot: DeadfallThe tether weakens and suppresses a whole pack, feeding Stylish/Harvest procs and amplifying every volatile detonation while the orbs fuel the team.
Class abilityMarksman's DodgeVanishing Step turns it into on-demand invisibility, and the full reload tops Graviton between bursts — invis and a loaded gun on one button.
MovementTriple JumpExtra mid-air adjustments keep you repositioning between vanishes without touching the Volatile loop.
MeleeSnare BombWeakens a cluster on throw — a ranged Stylish trigger and a Weaken source for Harvest and Deadfall synergy.
GrenadeVortex GrenadeLingering Void AoE; with Echo of Undermining it weakens the whole zone, and its kills grant Volatile Rounds through Echo of Instability.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target grants invisibility and Truesight — the volatile kills Graviton racks up are the trigger.
Aspect 2Vanishing StepDodging makes you invisible — the on-demand re-arm for Gyrfalcon's Volatile Rounds when a kill does not land.
FragmentsEcho of Undermining · Echo of Harvest · Echo of InstabilityWiden the debuff, mint Orbs and Breaches off weakened kills, and add a second Volatile source off grenade kills.
Exotic armourGyrfalcon's Hauberk (Chest Armor)Invisibility → Volatile Rounds is the engine; the finisher clause turns it into a team overshield/damage buff.
WeaponsGraviton Lance (Void Primary) + a Void Special + a Void HeavyGraviton is the detonator; the two Void slots keep Surges and Volatile Flow live and cover boss DPS.
Fragments

Why it works (the mechanics)

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:

Artifact — NPA Repulsion Regulator

Picks (2/3/2): Volatile Flow + Unto The BreachProtective Breach + Counter Charge + Bricks From BeyondVoid Weapon Channeling + Supernova

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3eReduces 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 3eYour 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).