Weapon: Choir of One (Auto Rifle · Special · Void) · Subclass: Nightstalker (Void) · Role: Invis-loop ad-clear + Volatile chain primary-killer Sandbox: 9.7.0 · Created 2026-06-16
A Special-ammo Void auto rifle that hits like a primary: hip-fire a radiolarian spread into the pack, ADS for precision, and let the catalyst spray Volatile on every multikill. Gyrfalcon's bolts more Volatile onto it the instant you leave invis — and you leave invis constantly. The gun makes the volatile detonations, the detonations make the kills, the kills make the invis, the invis re-arms the gun. One Void weapon runs the whole engine.
Command Frame (verbatim): Fires extended-range, heavy-caliber projectiles at a reduced rate of fire. Deals increased precision damage when aiming down sights.
Catalyst — Choir of One Catalyst: the catalyst's display text is blank in our manifest dump (`catalysts.md` line 28 has no description), but the weapon's catalyst socket exposes the actual plug it installs:
Destabilizing Rounds Refit (also Subsistence Refit / Onslaught Refit are the alternate refit plugs in the same socket). Destabilizing Rounds = multikills make targets Volatile; volatile detonations spread to nearby enemies — Void's elemental clear trait, native to the gun once the catalyst is in.
What it does in the hand: it's a Void Special-ammo auto rifle (manifest: `defaultDamageType=4` Void, `ammoType=2` Special), 225 RPM, Range 73. Two firing modes off one trigger — ADS fires tight, high-precision-damage rounds (the Command Frame bonus); hip-fire (its hidden
Fanatical Lance intrinsic) launches a slower spread of projectiles that detonate on impact, a shotgun-grade panic button at close range. Special ammo economy means it draws from your green-brick pool, so it slots where a fusion/shotgun would and frees the primary slot for something else.
| Slot | Pick | Why |
|---|---|---|
| Subclass | The invis engine that re-arms Gyrfalcon every cycle. | |
| Super | Tether groups the pack + 35% weaken — pairs with Echo of Harvest (weakened kills → Orb + Void Breach) and gives the gun debuffed targets to mulch. | |
| Class ability | Melee back near enemies; pairs with Vanishing Step to enter invis on demand → re-trigger Gyrfalcon. | |
| Melee | Smoke → invis + weaken; another Gyrfalcon re-arm and a Stylish trigger. | |
| Grenade | Lingering weaken (Undermining) + multikill fuel for Volatile; Remnants extends it. | |
| Aspect 1 | Any elemental-debuffed kill → invis + Truesight. Volatile is an elemental debuff, so the gun's own detonations trigger this — invis on tap with no cooldown. | |
| Aspect 2 | Dodging makes you invisible (+2 aspect energy). The deliberate "emerge from invis" button that re-arms Gyrfalcon's Volatile Rounds whenever Stylish hasn't already fired. | |
| Fragments | Undermining · Instability · Harvest · Starvation | See below — they make Volatile self-sustaining and convert it to survivability. |
| Exotic armour | Volatile Rounds on emerging from invis + finisher-in-invis weapon-damage/overshield burst. | |
| Kinetic/Primary | A primary you like (Hatchling/Voltshot/etc.) | Choir eats the Special slot, so keep a real primary for sustained trash and the green-brick economy. |
| Heavy | Boss-DPS heavy (LMG / rocket / GL) | Choir + abilities own ad-clear and majors; heavy handles bosses/champions Choir can't stun. |
Weapons 200 → Health/Class high → Super. Weapons is the obvious primary (it's a weapon build and the 9.7.0 stat adds PvE weapon damage vs minors/majors directly on top of Volatile + Weaken). Class feeds Gambler's/Vanishing Step uptime; Health is the DR floor under Devour + Gyrfalcon's reserve overshield. Push Super if you lean on Deadfall as the team debuff.
Fragment stat deltas (from `fragments.md`): Undermining −10 Grenade, Instability +10 Melee, Harvest neutral, Starvation −10 Class — net cheap, mostly Melee-positive.
Mods: Void Weapon Surge ×2 on boots (≈+17% to Choir's damage) · Harmonic/Void Siphon helmet (Void kills → Orbs, Choir makes these nonstop) · Special Ammo Finder / Scavenger so the Special-ammo gun never starves ·
Orbs of Restoration for ability energy on pickup · Reaper / Powerful Attraction on the class item to vacuum the orb flood Harvest produces. Resistance mods (Void/Arc/Solar Resist) on chest under the overshield/Devour layers.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (9/10) | Void Siphon 3e | Rapid Void weapon final blows create an Orb of Power. |
| Void Siphon 3e | Rapid Void weapon final blows create an Orb of Power. | |
| Special Ammo Finder 3e | Increases the effect of all contributions towards the Special ammo meter. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Void Resistance 1e fill | Reduces incoming Void damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (7/10) | Void Weapon Surge 3e | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Void Weapon Surge 3e | Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Orbs of Restoration 1e | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. | |
| Class Item (4/10) | Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Powerful Attraction 2e | Automatically collects nearby Orbs of Power when you activate your class ability. | |
| Bomber 1e fill | Reduces grenade cooldown when using 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).