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Void

Volatile Phantom — Gyrfalcon's Hauberk (Void Hunter)

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

SlotPickWhy
SuperShadowshot: DeadfallAnchoring 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 abilityGambler's DodgeThe build's engine. Dodge → Vanishing Step invis → emerge → Gyrfalcon arms Volatile. Melee energy back, scaled by the Melee stat near enemies.
MovementTriple JumpAir control to reposition between dodges and line up finishers.
MeleeSnare BombWeakens and turns nearby allies invisible (team-invis by default in 9.7.0). A second invis source that also feeds Stylish/Deadfall weaken.
GrenadeVortex GrenadeLingering Void damage → with Echo of Instability, grenade kills hand Volatile Rounds directly. Redundancy for the Gyrfalcon proc.
Aspect 1Stylish ExecutionerDefeating 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 2Vanishing StepDodging 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)

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:

Why this works (the mechanics)

Weapons

Void-forward by mandate — the exotic only buffs Void weapons with Volatile, so your primary workload runs Void.

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):

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.