← All builds
Void

Choir of One — Volatile Choir (Hunter)

Invis-loop ad-clear + Volatile chain primary-killer
✓ Manifest Void · Special · 225 RPM · No intrinsic champion

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.

The weapon

Command Frame (verbatim): Fires extended-range, heavy-caliber projectiles at a reduced rate of fire. Deals increased precision damage when aiming down sights.

CatalystChoir 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.

Loadout

SlotPickWhy
SubclassNightstalker (Void)The invis engine that re-arms Gyrfalcon every cycle.
SuperShadowshot: DeadfallTether groups the pack + 35% weaken — pairs with Echo of Harvest (weakened kills → Orb + Void Breach) and gives the gun debuffed targets to mulch.
Class abilityGambler's DodgeMelee back near enemies; pairs with Vanishing Step to enter invis on demand → re-trigger Gyrfalcon.
MeleeSnare Bomb (Quickfall)Smoke → invis + weaken; another Gyrfalcon re-arm and a Stylish trigger.
GrenadeVortex GrenadeLingering weaken (Undermining) + multikill fuel for Volatile; Remnants extends it.
Aspect 1Stylish ExecutionerAny 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 2Vanishing StepDodging 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.
FragmentsUndermining · Instability · Harvest · StarvationSee below — they make Volatile self-sustaining and convert it to survivability.
Exotic armourGyrfalcon's Hauberk (Chest)Volatile Rounds on emerging from invis + finisher-in-invis weapon-damage/overshield burst.
Kinetic/PrimaryA primary you like (Hatchling/Voltshot/etc.)Choir eats the Special slot, so keep a real primary for sustained trash and the green-brick economy.
HeavyBoss-DPS heavy (LMG / rocket / GL)Choir + abilities own ad-clear and majors; heavy handles bosses/champions Choir can't stun.

Why this works (the mechanics)

Stats & mods

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.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Void Siphon 3eRapid Void weapon final blows create an Orb of Power.
Void Siphon 3eRapid Void weapon final blows create an Orb of Power.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Arms (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Void Resistance 1e fillReduces 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)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)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.
Bomber 1e fillReduces 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).