Weapon: Graviton Lance (Pulse Rifle · Primary · Void) · Subclass: Nightstalker · Role: Add-clear chain-detonation engine on an invis/Volatile loop Sandbox: 9.7.0 · Created 2026-06-16
A two-tap pulse where the second round of each burst does the killing, and the kill does the rest: bodies pop into tracking Void seekers that find the next target. That's a chain reaction with no ammo cost. Gyrfalcon's makes the gun Volatile every time you blink out of invis, so the explosions explode again — and a Void Hunter generates invis off the same kills the gun is already racking up. The whole build is one loop: kill → detonate → Volatile → invis → repeat.
The weapon
Black Hole (intrinsic):"Second shot of a burst rips a hole through space-time, doing high damage and recoil with no falloff."
Cosmology (intrinsic):"Kills with this weapon cause enemy targets to detonate and spawn Void projectiles that track targets."
Catalyst — Graviton Lance Catalyst:"Vorpal Weapon: Increased damage against bosses, vehicles, and Guardians with their Super active. / Turnabout: Using this weapon to break the shield of a combatant or a Guardian using their Super will grant you an overshield."
What it does: Graviton fires 2-round bursts where the second round hits far harder (Black Hole) — you're really firing one heavy shot per pull. Kills trigger Cosmology: the corpse detonates for area Void damage and spits out homing Void projectiles that seek and kill nearby adds, which themselves detonate. In a dense pack one kill cascades. The catalyst adds Vorpal (a flat boss/Super damage bump — turns this primary into a passable DPS topper) plus Turnabout (an overshield on shield-break, free survivability in PvE since most majors are shielded). Note Cosmology is intrinsic and always on — it is not the catalyst.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Matches the gun's element so every Void synergy stacks.
Super
Shadowshot: Deadfall
Tethers + suppresses + groups the pack into one Cosmology blast radius; weaken thins it for the chain.
Class ability
Marksman's Dodge
Reloads Graviton on dodge — keeps the 2-burst flowing; pair with Vanishing/Stylish for invis.
Movement
Triple Jump
Air control to peek-shoot and reposition between cascades.
Melee
Snare Bomb (Quickfall)
Smoke → invis + weaken; the weaken makes any kill a Stylish kill and feeds Cosmology's chain.
Grenade
Vortex Grenade
Lingering Void zone → grenade kills proc Echo of Instability (Volatile) and Echo of Harvest.
Aspect 1
Stylish Executioner
Killing any elementally-debuffed target → invis + Truesight. Every Volatile/weakened/Cosmology kill triggers it.
Aspect 2
Vanishing Step
Dodging → invis (+2 aspect energy). A second guaranteed invis source so Gyrfalcon's Volatile is always one dodge away.
Fragments (4)
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source, +10 Melee
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — the survival spine
Echo of UnderminingVoid grenades weaken → makes Vortex a weaken delivery so its kills are Harvest kills and Stylish kills
Exotic armour — Gyrfalcon's Hauberk (Chest).
Other two weapon slots:
Special: a Void Special (e.g. a Volatile/Repulsor-Brace shotgun or a Void Special GL) so Surge mods and Volatile uptime cover both your primaries; or a heavy-flinch sniper for the rare orange-bar Graviton won't one-cascade.
Heavy: any Heavy for bosses — Graviton + Vorpal is add-clear-with-DPS- benefits, not a boss melter, so bring a rocket/MG/LFR for raid/GM damage phases.
Why this works (the mechanics)
Cosmology is a free chain reaction and Volatile makes each link a bomb. Every Graviton kill detonates and launches tracking seekers. Gyrfalcon's makes your Void weapons Volatile out of invis, so those rounds and the bodies they kill carry Volatile detonations on top of the Cosmology pop — two independent AoE sources off one trigger. In a pack it snowballs.
The invis economy and the kills are the same event. Stylish Executioner turns any debuffed kill (Volatile counts) into invis. Emerging from that invis re-applies Volatile (Gyrfalcon's). So: Volatile kill → Stylish invis → emerge → Volatile again. The gun feeds the exotic feeds the gun, no downtime.
Gyrfalcon's finisher payout is a team buff button. Finishing a target while invisible grants all your weapons bonus damage and hands you and nearby allies a deployable reserve overshield + class-ability regen. With invis always up, a single finisher is an on-demand damage + DR + ability spike for the fireteam.
Weaken is the chain's accelerant. Snare Bomb and Undermining-Vortex both weaken. Weakened targets die faster (so Cosmology triggers sooner), each weakened kill is a Stylish kill (more invis) and a Harvest kill (Orb + Breach → Devour via Starvation). Deadfall's tether is the same effect at Super scale.
Devour is the survival floor. Harvest spawns Breaches/Orbs nonstop; picking either up grants Devour (Starvation) — full heal on kill + grenade refresh. Layered with Turnabout overshields and Gyrfalcon's reserve overshield, this is a primary-weapon build that survives GM density.
Champion reality check (Anti-Champion 2.0). Graviton is a High-Impact pulse archetype → its intrinsic stun is Unstoppable. It does not intrinsically handle Barrier or Overload — cover those with the artifact (Anti-Barrier/Overload pulse or your Special's archetype) or lean on Deadfall's suppress for Overload behaviour. State this clearly: Graviton alone = Unstoppable.
Stats & mods
Weapons 100+ → Health 100 → Melee/Class to taste. Weapons stat boosts PvE damage vs minors/majors (where this build lives) and tightens the gun; Health for GM survivability under Devour; Melee feeds the Snare-Bomb weaken loop (Echo of Instability already gifts +10 Melee).
Class item: Powerful Attraction (dodge vacuums Orbs → instant Devour via Starvation) · Reaper · Bomber.
Where it shines
Add-clear in everything: strikes, Onslaught, Nightfalls, patrol, GM trash waves — Cosmology cascades clear rooms, Volatile doubles the explosions, and the invis loop keeps you safe while it happens. This is the gun's home.
Champion coverage:Unstoppable intrinsic (High-Impact pulse). Bring an artifact Anti-Barrier/Overload pulse mod or a Special covering the other two; Deadfall suppress handles Overload elites and ability-spammers.
Boss/DPS: acceptable, not a specialist — Vorpal + a Heavy in the third slot. Don't bring this for the damage phase; bring it to own everything between them.
PvP note (optional): Black Hole's no-falloff burst and Cosmology splash make it a strong Crucible pick, but this build's invis/Volatile economy is tuned for PvE add density.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3e
Rapid Void weapon final blows create an Orb of Power.
Void Siphon3e
Rapid Void weapon final blows create an Orb of Power.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)
Firepower3e
Your grenade final blows create Orbs of Power.
Firepower3e
Your grenade final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (7/10)
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
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).