Centerpiece: Fafnir (Linear Fusion Rifle · Heavy · Void) · Subclass: Nightstalker (Void) · Role: Self-buffing boss/champion DPS — weaken the target with the gun, then delete it Sandbox: 9.7.0 · Updated 2026-07-03
Most weaken builds make you spend a grenade or a Super to set up the burst. Fafnir carries its own setup: hit the alt-fire, dump reserves into the target, and it's dramatically weakened for a window you control — then you charge the same gun back up and fire into the debuff you just applied. A one-weapon "amplify then damage" loop, wrapped by Nightstalker in invisibility and free Volatile Rounds so the setup never gets you killed.
The weapon
Quantum Nova (intrinsic): [Alternate Weapon Action] : Consume a portion of this weapon's reserves to over-pressurize it, causing it to dramatically Weaken targets for a short time. This effect's duration scales with the amount of ammo consumed and is paused while holstered.
Catalyst — No Distractions:Aiming this weapon for a short period reduces flinch.
Fafnir is a Void Heavy Linear Fusion Rifle whose alt-fire spends reserves to apply Weaken — a debuff-bucket damage-vulnerability multiplier the whole fireteam benefits from — with a duration that scales with the ammo consumed. That is the trick: you are not weakening to support a grenade, you are weakening so the next charged shots from Fafnir itself (and every other gun) land into the debuff. Dump more reserves for a longer window, then charge the gun back up and fire precision shots into the vuln you just created. Weaken pauses while holstered, so the window survives a mid-rotation weapon swap. The catalyst is pure quality-of-life — steadier picture while you charge precision shots into a boss — not a damage perk.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Same element as the gun → surge stacking, and Void owns Weaken / invis / Volatile.
Super
Shadowshot: Deadfall
Tether is a second dramatic Weaken + suppress that groups the pack; stacks the team debuff when Fafnir's window isn't enough.
Class ability
Gambler's Dodge
Melee energy back near enemies; pairs with Vanishing Step for on-demand invis → Gyrfalcon Volatile.
Movement
High Jump
Extra air control to reposition for a clean charged-shot sightline into the boss.
Melee
Snare Bomb (Quickfall)
Smoke → invis and can weaken; a no-cost way to trigger the invis → Volatile → Stylish loop.
Grenade
Magnetic Grenade
Attaches and double-detonates; with Undermining it's a precise extra Weaken on a priority/champion.
Aspect 1
Stylish Executioner
Defeating any elemental-debuffed target → invis + Truesight. Everything you kill is weakened/volatile, so this is always live.
Aspect 2
Vanishing Step
Dodging makes you invisible — the on-demand invis that arms Gyrfalcon's Volatile Rounds before a DPS window.
Weaken delivery, weakened-kill economy, Devour sustain, Super refund, ability-kill explosions.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Every emergence from invis grants Volatile Rounds to your Void weapons — Fafnir included — so charged shots hit a weakened target and fire Volatile.
Weapons
A Void Special + a champion-covering Primary
Special surges off the same Void boots and inherits Volatile; the Primary carries the anti-champion archetype Fafnir doesn't.
Fragments
Echo of UnderminingVoid grenades weaken — turns Magnetic into a weaken delivery, the source for Stylish
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour, the sustain
Echo of Reprisalkills while surrounded → Super energy, refunds Deadfall
Echo of Expulsion (Void ability kills explode, +10 Super). Swap Expulsion for Echo of Persistence if you want longer invis/overshield/Devour uptime
Why it works (the mechanics)
The weapon is its own debuff setup. Quantum Nova spends reserves to apply dramatic Weaken with duration scaling to ammo spent. Dump more reserves for a longer window, then charge Fafnir back up and fire precision LFR shots into the vuln you just created. No grenade, no Super, no teammate required to amplify the target.
Weaken is a debuff-bucket multiplier — it stacks on everything. It is fireteam-wide and multiplies all incoming damage on top of every weapon perk and surge. Fafnir weakens; your Heavy/Special then double-dips; the whole team double-dips.
Gyrfalcon makes the Void LFR a Volatile gun for free. Emerge from invis (which you do nonstop) → Volatile Rounds on Fafnir and your other Void weapon. Volatile + Weaken + surge on one charged shot is a stacked-multiplier boss/champion hit.
Stylish Executioner closes the safety loop. Anything you kill is weakened (Fafnir / Undermining) or volatile (Gyrfalcon), so every kill grants invis + Truesight → re-arms Volatile on emergence. Setup, damage, and survival share one engine.
Deadfall is the backup amplifier and add-control. When Fafnir's window or reserves run thin, tether dramatically weakens + suppresses + groups the pack — an instant team debuff and a safe DPS bubble. Gyrfalcon's Volatile-on-emergence does more for Fafnir's per-shot damage than Orpheus Rig's Super uptime would, so the exotic stays on the chest and the Super stays as garnish.
The economy refills itself. Weakened kills (constant) → Harvest Orbs + Void Breaches → Starvation Devour (sustain) → Reprisal Super off dense packs (refund the tether). Heavy bricks are the only real bottleneck, which is the point of carrying Fafnir for the priority target rather than spraying it at trash.
Stats & mods
Weapons 200 → Health → Super. Weapons is the PvE damage stat post-9.7.0 and goes straight onto Fafnir's charged shots; Health for survivability in the endgame content this weapon is for; Super to keep Deadfall available as the backup weaken. Archetype lean: Powerhouse (Weapons/Super) or Gunner pieces.
Mods:
Boots: Void Weapon Surge ×2 (Void damage straight onto Fafnir) · Heavy Ammo Scavenger (Fafnir's bottleneck is reserves).
Arms: Heavy Ammo Finder · Loader for your Special weapon (faster swaps into the weaken window).
Chest: elemental Resistance under the overshield, or Concussive Dampener.
Class item: Powerful Attraction (dodge vacuums Orbs) · Bomber / Time Dilation.
Surge: Void Weapon Surge — the surge element matches Fafnir and your Void Special.
Anti-Champion: delegated to the other two weapon slots' archetypes (Anti-Champion 2.0); lean on Deadfall's suppress for Overload behaviour.
Artifact — Slayer Baron Apothecary Satchel
This build weakens everything it touches (Fafnir alt-fire, Undermining grenade, Deadfall) and kills weakened targets nonstop, so the artifact's Void-Breach engine turns those kills into sustain and more weaken — exactly the loop. Champion stun stays delegated to the other two weapon slots' archetypes per the loadout.
Power From Pain — rapid final blows on weakened targets grant Devour + a Void Breach; fires constantly since you weaken everything you touch.
Total Carnage — damage resistance and healing on finishing powerful combatants; your Gyrfalcon finisher loop keeps it live.
Void Renewal — Void final blows under Devour generate Void Breaches, feeding the engine while Starvation keeps Devour up.
Curative Orbs — Orb on shield-break plus health on Orb/elemental pickup; pays off Harvest Orbs and the Starvation Devour.
Debilitating Wave — finishers emit a Void Weaken wave, stacking more Weaken on top of the gun, and you finish constantly.
Supernova — picking up a Void Breach makes your next Void damage a weakening pulse, compounding Fafnir's weaken for the burst.
Old God's Rite — after a Void Breach, Void weapon damage rains seeking projectiles — extra damage into the vuln you just made.
Where it shines
Boss / miniboss DPS: weaken with one alt-fire, then unload charged Volatile LFR shots + Special into the vuln. The longer-duration weaken (dump reserves) covers a full burst window.
GM / −30/−40 endgame: fireteam-wide weaken is a force multiplier on a coordinated team; Devour + invis + reserve overshield keep you alive while you set it up.
Weak fit: fast add-clear / GM trash waves — Fafnir is a precision single-target reserve-limited Heavy; let the Primary/Special and tether handle the swarm.
Champion coverage: Fafnir has no intrinsic champion stun (manifest lists none). Its weaken strips a large chunk of champion effective health for the team, but stun comes from the other two weapon slots' archetypes (Anti-Champion 2.0) plus Deadfall's suppress for Overload behaviour — Fafnir is the damage, not the stun.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Arms (6/10)
Utility Kickstart3efill
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 Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Void Resistance1efill
Reduces incoming Void damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (9/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (6/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Time Dilation3e
Your decaying Armor Charge has a longer duration.
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: your Void Special. - **Anti-Champion:** delegated to the other two weapon slots' archetypes (Anti-Champion 2.0); lean on Deadfall's suppress for Overload behaviour.