Invisibility-into-Volatile gunplay engine with a fireteam finisher buff
Anchor: Gyrfalcon's Hauberk (Chest) · Subclass: Nightstalker · Role: Invisibility-into-Volatile gunplay engine with a fireteam finisher buff Sandbox: 9.7.0 · Created 2026-06-16
Dodge, vanish, emerge — and every Void weapon you own is now firing Volatile Rounds. Chaining detonations do the add-clear; the invisibility does the surviving. Then you finish a combatant from invis and the whole fireteam gets a weapon-damage buff plus a pocketed overshield they can pop on demand. A gun build that happens to wear a support exotic.
Loadout
Slot
Pick
Why
Super
Shadowshot: Deadfall
Anchoring tether: suppress + weaken + groups the pack. Weaken stacks on top of your Volatile detonations for the team. (Spectral Blades if you'd rather have an on-demand invis super — see notes.)
Class ability
Gambler's Dodge
The build's engine. Dodge → Vanishing Step invis → emerge → Gyrfalcon arms Volatile. Melee energy back, scaled by the Melee stat near enemies.
Movement
Triple Jump
Air control to reposition between dodges and line up finishers.
Melee
Snare Bomb
Weakens and turns nearby allies invisible (team-invis by default in 9.7.0). A second invis source that also feeds Stylish/Deadfall weaken.
Grenade
Vortex Grenade
Lingering Void damage → with Echo of Instability, grenade kills hand Volatile Rounds directly. Redundancy for the Gyrfalcon proc.
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target → invisibility + Truesight; next melee while invis weakens. Volatile is an elemental debuff, so your own detonations re-trigger invis. _[+2 Aspect Energy Capacity]_
Aspect 2
Vanishing Step
Dodging makes you invisible — on-demand invis with no kill required, so you can arm Volatile whenever you want, not only after a kill. _[+2 Aspect Energy Capacity]_
Fragments (4)
Echo of Instabilitygrenade kills → Volatile Rounds — redundant Volatile source so you're never waiting on the invis cycle
Echo of PersistenceInvisibility/Overshield/Devour last longer — stretches both the invis window and Gyrfalcon's reserve overshield
Echo of Harvestweakened kills → Orb of Power + Void Breach
Echo of Starvation (pick up a Breach or Orb → Devour). Stylish (+2) and Vanishing Step (+2) give 4 energy
so this is a clean 4-fragment set; see Verify notes for the 5-fragment swap
Exotic — Gyrfalcon's Hauberk (Chest)
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.
Two distinct payloads, and the build uses both:
The everyday one — Volatile on tap. Any time you leave invisibility your Void weapons get Volatile Rounds. Dodge (Vanishing Step) or kill-while-debuffed (Stylish) both count, so you re-arm Volatile every few seconds without spending anything. Volatile makes Void hits detonate and chain — and every detonation is itself an elemental debuff, which re-triggers Stylish for more invis. The loop closes on itself.
The team one — the finisher. While invisible, finish a combatant and all your weapons (not just Void) gain bonus damage, and you and nearby allies bank a reserve overshield + improved class-ability regen. The overshield isn't applied immediately — it's deployed by using a class ability, so each ally pops their own bubble of DR on a dodge/rift/barricade when they need it. You're a damage-buff and panic-button dispenser for the fireteam.
Why this works (the mechanics)
Emerge-from-invis is a free, repeatable button. Vanishing Step turns the class ability itself into the Volatile trigger — no kill, no setup. Dodge, you're invis; the instant it ends, Volatile Rounds are live on every Void gun you hold. This is the whole identity in one input.
Volatile self-perpetuates the invis that armed it. Volatile is an elemental debuff. Stylish Executioner grants invis on any elementally-debuffed kill, so a Volatile detonation that kills → invis → emerge → Volatile again. The gunplay reloads its own buff; you rarely have to dodge on purpose once a fight is rolling.
Two redundant Volatile feeds mean it's never down. Echo of Instability (grenade kills) and the artifact's Volatile Marksman (rapid Void precision/kills) both grant Volatile independently of Gyrfalcon. Three sources overlapping = the detonation chain is effectively always on, even between invis windows.
The finisher is the fireteam moment. Go invis (dodge or Snare Bomb), finish a combatant: every weapon you carry gets a damage buff for the burst, and the team gets a reserve overshield they each deploy on their own class ability. That's an offensive and defensive cooldown handed to five other guns at once — the reason to bring this over a purely selfish Volatile chest.
Weaken layers under everything for the team. Deadfall (35% tether), Snare Bomb, and Stylish's post-invis melee all apply weaken — a debuff-bucket multiplier that stacks on top of Volatile and every weapon perk for all six players. Your add-clear loop doubles as a team damage debuff on the boss.
Devour is the survivability floor under the overshields. Echo of Harvest turns weakened kills into Orbs + Void Breaches; Echo of Starvation converts a pickup into Devour (full heal on kill + grenade refund). So you're running Devour and invisibility and the deployable Gyrfalcon overshield — three independent survival layers, which is what lets a gun-forward build hold up in −30/−40 content.
Echo of Persistence is the glue. It extends Invisibility, Overshield, and Devour duration — every defensive verb this build touches — so the Gyrfalcon reserve overshield, your invis windows, and Devour all last meaningfully longer off one fragment.
Weapons
Void-forward by mandate — the exotic only buffs Void weapons with Volatile, so your primary workload runs Void.
A Void primary is the centrepiece. Volatile Rounds ride any Void weapon, so pick one whose own perk compounds the chain: Destabilizing Rounds (multikills make targets Volatile — stacks with Gyrfalcon for wall-to-wall detonations) or Repulsor Brace (Void-debuffed kill → Void Overshield, a fourth DR layer). Auto rifle / SMG / pulse all work; you want sustained fire to keep the chain lit.
A second Void weapon (special or heavy) so Volatile never goes to waste when you swap — a Void shotgun, fusion, or Void heavy keeps the buff productive.
The finisher buff is element-agnostic, so your heavy can be any element for burst DPS — it inherits the all-weapons damage bonus from a finisher-while-invis.
Champions (Anti-Champion 2.0): stun is intrinsic to weapon archetypes now — Aggressive/High-Impact → Unstoppable, Precision/Adaptive → Barrier, Lightweight/Rapid-Fire → Overload. Pick Void frames that cover the champs you expect. Note: in 9.7.0 Volatile no longer stuns Barrier — it's now a flat +10% damage vs champions — so don't rely on the detonation for the stun; bring the right archetype. Deadfall's suppress handles Overload behaviour and ability spam; weaken thins champion health for the team.
Stats & archetypes
Weapons 100 → Class 100 → Health. This is a gun build, so the Weapons stat (universal weapon-damage/handling bump) is the priority; Class ~100 keeps Gambler's Dodge — your Volatile and invis trigger — on a short cooldown and feeds the deployable overshield; Health is the dump stat because Devour + invis + the Gyrfalcon overshield already cover survivability.
Archetypes that favour these: Gunner (Weapons), Powerhouse (Weapons/Super), Skirmisher (Melee/Weapons), Specialist (Class). Aim for two Weapons-leaning pieces and one Class piece, fill the rest with font mods.
Mods, by piece (font-driven — Tier 4 gear reaches these without a perfect roll):
Helmet: Harmonic Siphon (Void multikills → Orbs — you make them constantly) · Ashes to Assets (Super on grenade kills) · Dynamo (Super on dodge).
Gauntlets: Melee Font · Grenade Font (cheap stat topping).
Chest: Arc + Solar + Void Resistance (flat DR under the overshield layers).
Boots:Void Weapon Surge ×2 (≈+17% Void weapon damage — straight onto your Volatile primary) · Orbs of Restoration (orb pickup → energy to least-charged ability).
Class item: Class Font (→ Class ~100) · Powerful Attraction (dodge vacuums orbs) · Reaper (dodge → next kill spawns an extra Orb).
Set bonus (optional)
Garnish, not a driver — the build is complete on Tier 4 with no set. If you want one, Nezarec's Nightmare is on-theme (orb chance off subclass-debuffed kills — everything you kill is Volatile/weakened; 4pc adds finisher-Devour/DR, which dovetails with the finisher you're already throwing for Gyrfalcon). Slot it only if your pieces already carry the Weapons/Class stats above; never chase it.
The loop
Low-APM: the gun feeds the buff that feeds the gun.
Open invis — dodge (Vanishing Step) or Snare Bomb the pack. Emerge → Volatile Rounds live on your Void primary.
Shoot Void — Volatile detonations chain through the pack; Destabilizing/Echo of Instability top Volatile back up. Debuffed kills re-trigger Stylish invis → emerge → Volatile again, hands-free.
Throw a finisher from invis when you want the team payload — all-weapons damage buff + a reserve overshield banked on you and nearby allies (they each deploy it with their own class ability).
Sustain — weakened kills (Snare/Deadfall/Stylish melee) spawn Orbs + Breaches (Harvest) → pick up → Devour (Starvation). Persistence stretches invis, overshield, and Devour. Tether the densest pack or the boss for the 35% team weaken when it matters.