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 — a chain reaction with no ammo cost. Gyrfalcon's makes the gun Volatile every time you blink out of invis, so each link explodes twice, and a Void Hunter mints 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."
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 front-loads the burst's damage onto shot two), so you're effectively firing one heavy, falloff-free shot per pull. Kills trigger Cosmology — the corpse detonates for area Void damage and spits out two homing Void seekers that find and kill nearby adds, and those explosion kills can themselves chain into more explosions. In a dense pack one kill cascades across the room at no ammo cost. The catalyst layers on Vorpal (a flat boss/Super damage bump that turns this primary into a passable DPS topper) plus Turnabout (a reserve overshield on shield-break — free survivability since most PvE majors are shielded). Cosmology is intrinsic and always on; it is not gated behind the catalyst.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Element-match so every Void verb — Volatile, Weaken, Devour, Breaches — stacks onto the gun.
Super
Shadowshot: Deadfall
Tethers, suppresses and groups the pack into one Cosmology blast radius; the tether's weaken thins majors for the chain.
Class ability
Marksman's Dodge
Reloads Graviton on dodge to keep the 2-burst flowing, and the dodge itself is an invis trigger via Vanishing Step.
Movement
Triple Jump
Air control to peek-shoot and reposition between cascades.
Melee
Snare Bomb (Quickfall)
Smoke grants invis + weaken; the weaken makes any follow-up kill a Stylish kill and a Harvest kill.
Grenade
Vortex Grenade
Lingering Void zone; with Undermining it weakens, and its kills proc Echo of Instability (Volatile) + Echo of Harvest (Orb + Breach).
Aspect 1
Stylish Executioner
Defeating any elementally-debuffed target grants invisibility + Truesight — every Volatile/weakened/Cosmology kill triggers it.
Aspect 2
Vanishing Step
Dodging makes you invisible (+2 Aspect energy) — a second guaranteed invis source so Gyrfalcon's Volatile is always one dodge away.
Fragments
Instability · Harvest · Starvation · Undermining
The Volatile → Weaken → Orb/Breach → Devour spine that feeds both the gun and survivability.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Void weapons gain Volatile Rounds (~9s) on exiting invis, and the invis-finisher is an on-demand team damage + overshield button.
Weapons
Void Special + any Heavy
A Volatile/Repulsor-Brace shotgun or Void Special GL keeps Surge + Volatile on both primaries; a Heavy covers damage phases Graviton won't melt.
Fragments
Echo of Instabilitygrenade kills → Volatile Rounds, +10 Melee) · Echo of Harvest (weakened kills → Orb + Void Breach) · Echo of Starvation (pick up Breach/Orb → Devour — the survival spine) · Echo of Undermining (Void grenades weaken — turns Vortex into a weaken delivery so its kills are Harvest and Stylish kills
Why it works (the mechanics)
Cosmology is a free chain reaction and Volatile doubles each link. Every Graviton kill detonates for a ~5 m Void Explosion and launches two tracking seekers, and explosion kills can trigger further explosions. Gyrfalcon's makes your Void weapons Volatile out of invis, so those rounds and the bodies they kill carry a Volatile burst on top of the Cosmology pop — two independent AoE sources off one trigger. In a pack it snowballs at zero ammo cost.
The invis economy and the kills are the same event. Stylish Executioner turns any kill on a debuffed target (Volatile counts) into invisibility + Truesight. Emerging from that invis re-applies Volatile Rounds (Gyrfalcon's, ~9s). So: Volatile kill → Stylish invis → emerge → Volatile again. The gun feeds the exotic feeds the gun with no downtime, and Vanishing Step gives a dodge-on-demand invis whenever the kill chain stalls.
Weaken is the chain's accelerant. Snare Bomb and an Undermining-fed Vortex both weaken. Weakened targets die faster (Cosmology triggers sooner), each weakened kill is a Stylish kill (more invis) and a Harvest kill (Orb + Void Breach), and Deadfall's tether applies the same weaken at Super scale across the whole pack.
Devour is the survival floor and it's self-sustaining. Echo of Harvest mints Orbs and Breaches constantly; picking up either grants Devour via Echo of Starvation (~5s, refreshed on kill) for a full heal + grenade top-up. Layered under Turnabout's 30 HP overshield and Gyrfalcon's deployable reserve overshield, this is a primary-weapon build that holds up in GM density.
Gyrfalcon's finisher is a fireteam button. Finishing a target while invisible grants all your weapons bonus damage and hands you and nearby allies a reserve overshield + improved class-ability regen. With invis always up, one finisher is an on-demand damage + DR + ability spike for the team.
The Orb economy powers the damage mods. Void Siphon and Cosmology flood Orbs; collecting them builds Armor Charge, which is what Void Weapon Surge consumes for its ~+17% (x2) Void damage — and Powerful Attraction on the class item vacuums those Orbs on dodge to also re-trigger Devour. The add-clear loop literally fuels Graviton's per-shot damage.
Stats & mods
Weapons 200 → Health → Melee. Weapons raises PvE damage against the minors and majors this build lives among (and tightens Graviton's two-burst); Health buys GM survivability under Devour and the overshield stack; Melee feeds the Snare-Bomb weaken loop — Echo of Instability already gifts +10 Melee toward it. Archetype lean: Gunner/Brawler pieces (Weapons + Health/Melee).
Mods:
Boots: Orbs of Restoration (Orb pickup → energy to your emptiest ability) to keep the dodge/grenade loop fed.
Arms: Heavy Handed and/or Firepower (melee and grenade kills create Orbs of Power) to thicken the Orb flood that powers Surge.
Chest: an Arc/Solar/Void Resistance spread under the overshield/Devour layers for GM damage intake.
Class item: Powerful Attraction (dodge auto-collects nearby Orbs → instant Devour via Starvation) · Reaper · Bomber.
Surge: Void Weapon Surge x2 (≈+17% Void damage onto Graviton while you hold Armor Charge — the Orb economy keeps it lit).
Anti-Champion: Graviton has no intrinsic stun, so slot artifact champion mods matching your Special/secondary; lean on Deadfall suppress for Overload behaviour.
Artifact — Slayer Baron Apothecary Satchel
Picks (2/3/2): Power From Pain, The Thick Of It · Void Renewal, Curative Orbs, Debilitating Wave · Supernova, Old God's Rite
The whole build is a Void Breach / Weaken / Devour engine, and this artifact pays off every link of it on a Void weapon rather than splitting attention.
Power From Pain — rapid final blows on weakened combatants grant Devour and a Void Breach, so the Snare/Vortex weaken now feeds Starvation directly without needing Harvest to fire first.
The Thick Of It — Armor Charge (plus handling) while surrounded in dense waves, fuelling the Void Weapon Surge boots exactly when the room is full.
Void Renewal — under Devour, Void-weapon final blows have a chance to mint a Void Breach, the recursive top-up that keeps Starvation's Devour from ever lapsing.
Curative Orbs — breaking a shield creates an Orb (Graviton + Turnabout pop major shields), and collecting Orbs/elemental pickups heals — a second healing layer over Devour.
Debilitating Wave — the Gyrfalcon's invis-finisher already buffs the team; a Void Super here makes that finisher emit a Weakening wave for extra AoE softening.
Supernova → Old God's Rite — picking up a Breach makes your next Void hit a large weakening pulse (Supernova) and rains extra seekers on Void-weapon damage (Old God's Rite), both stacking onto Cosmology's own pop.
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/Devour loop keeps you safe while it happens. This is the gun's home.
Boss/DPS: acceptable, not a specialist. Vorpal adds ~+20% to Graviton against bosses/minibosses (Primary tier), so it's a fine topper, but bring the Heavy for the actual damage phase — this build owns everything between phases.
Champion coverage: Graviton carries no intrinsic champion breaker (manifest lists none). Source Barrier/Overload/Unstoppable from the artifact mods matched to your Special/secondary; Deadfall's suppress shuts down Overload elites and ability-spammers as a fallback.
PvP note (optional): Black Hole's no-falloff, front-loaded burst and Cosmology splash make it a strong Crucible pick, but this build's invis/Volatile/Devour economy is tuned for PvE add density.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Firepower3e
Your grenade final blows create Orbs of Power.
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.
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)
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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 (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). Flex/loadout-dependent: so slot artifact champion mods matching your Special/secondary; lean on Deadfall suppress for Overload behaviour.