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Void

Volatile Phantom — Gyrfalcon's Hauberk (Void Hunter)

Invisibility-into-Volatile gunplay engine with a fireteam finisher buff
Gyrfalcon's Hauberk on light.gg
Your gear best achievable Weapons 163 / 100 target — gear ready
Health 33 · Melee 41 · Grenade 77 · Super 12 · Class 66 · Weapons 163 · armour only; stat mods + fragments add more

Centerpiece: Gyrfalcon's Hauberk (Chest) · Subclass: Nightstalker · Role: Invisibility-into-Volatile gunplay engine with a fireteam finisher buff Sandbox: 9.7.0 · Updated 2026-06-29

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.

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.

Two distinct payloads, and the build runs both. The everyday one is Volatile on tap: any time you leave invisibility your Void weapons gain Volatile Rounds (the Clarity DB times this at 9 seconds in PvE per emerge). Dodging via Vanishing Step or a debuffed kill via Stylish both count, so you re-arm the buff every few seconds for free. The team one is the finisher: while invisible, finish a combatant and all your weapons — not just Void — gain bonus damage, and you plus nearby allies bank a reserve overshield and improved class-ability regen. That overshield isn't applied immediately; it is deployed by using a class ability, so every ally pops their own bubble of damage resistance on a dodge, rift, or barricade exactly when they need it. You are a damage-buff and panic-button dispenser that still mainly shoots.

Loadout

SlotPickWhy
SubclassNightstalker (Void)Void is the only element Gyrfalcon arms with Volatile, and the invisibility/weaken kit feeds the exotic's whole loop.
SuperShadowshot: DeadfallAnchoring tether suppresses, weakens, and groups the pack; the weaken stacks on top of your Volatile detonations for the team.
Class abilityGambler's DodgeThe build's engine — dodge → Vanishing Step invis → emerge → Gyrfalcon arms Volatile, and it returns melee energy near enemies.
MovementTriple JumpAir control to reposition between dodges and line up finishers.
MeleeSnare BombLeaving invis near enemies releases a weakening smoke and turns nearby allies invisible — a second invis source that also feeds Stylish and Deadfall weaken.
GrenadeVortex GrenadeLingering Void damage that, with Echo of Instability, hands Volatile Rounds directly on a grenade kill — redundancy for the Gyrfalcon proc.
Aspect 1Stylish ExecutionerDefeating any elementally-debuffed target grants invisibility + Truesight; since Volatile is an elemental debuff, your own detonations re-trigger invis.
Aspect 2Vanishing StepDodging makes you invisible — on-demand invis with no kill required, so you can arm Volatile whenever you want.
FragmentsInstability · Persistence · Harvest · StarvationRedundant Volatile feed, stretched Void-buff durations, and a weaken→orb→Devour sustain spine.
Exotic armourGyrfalcon's Hauberk (Chest)The centerpiece: emerge-from-invis Volatile plus the fireteam finisher overshield.
WeaponsVoid primary + second Void special/heavy + free-element heavyVoid primary carries Volatile; a second Void weapon keeps the buff productive on swap; the heavy can be any element for the finisher-window burst.
Fragments

Stylish (+2) and Vanishing Step (+2) supply 4 Aspect Energy Capacity, so this is a clean four-fragment set; see Verify notes for the five-fragment swap.

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. This is a gun build, so the Weapons stat (universal weapon-damage and handling bump) leads; Class 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, and the Gyrfalcon overshield already cover survivability. Lean on Weapons-favouring archetypes (Gunner, Powerhouse) with one Class piece (Specialist), and accept that Tier 4 gear lands these near ~100 before mods — Tier 5 pushes higher.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2): Tier 1 — Volatile Marksman + Elemental Siphon; Tier 2 — Maligned Harvest + Harsh Refraction + Gold From Lead; Tier 3 — Void Flux + Limit Break.

Where it shines

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 (5/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 1eReduces 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 (7/10)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically 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). Flex/loadout-dependent: straight onto your Volatile primary. - **Anti-Champion:** archetype-based in 9.7.0 — Aggressive/High-Impact → Unstoppable; Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload. Volatile no longer stuns Barrier; so bring the matching Void frame; Deadfall's suppress handles Overload behaviour.