A precision Linear Fusion that marks what it looks at and pays you ammo for killing the marked. The gun's whole identity is precision discipline, so put it on the subclass that turns precision kills into invisibility, and the exotic chest that turns emerging from invisibility into Volatile Rounds on this exact Void weapon. Dodge → invis → emerge → Lorentz now detonates Void on every body shot → mark, kill, telemetry, repeat. Three telemetry patterns = a long bonus- damage window and a free mag, which you spend on the next priority target.
The weapon
Lagrangian Sight (intrinsic):"This weapon marks targets with an automated targeting system. Final blows on marked targets generate a telemetry pattern. Collecting a telemetry pattern grants ammo to this weapon. Collecting 3 telemetry patterns without dying grants this weapon bonus damage for a long duration and refills the magazine."
EM Anomaly (trait):"A precision final blow with this weapon creates an implosion that pulls in nearby targets and damages them with an additional detonation."
Catalyst — Jump Driver:"Lorentz Driver gains an enhanced radar. Additionally, while this weapon has 3 telemetry patterns, EM Anomaly detonations no longer require a precision final blow."
What it does: a 533-charge, 6-mag Void Linear Fusion that auto-marks targets you aim near. Kill a marked target → telemetry pattern → ammo back. Stack 3 patterns without dying → bonus damage for a long duration + full mag — a self-sustaining Special heavy-hitter that rarely touches a brick. EM Anomaly turns precision kills into an add-clearing implosion; the catalyst (3 patterns) drops the precision requirement so every kill detonates and adds an enhanced radar. It is its own ammo economy and its own minor-clear, which is exactly why it wants a subclass that just keeps it shooting and a chest that adds an element verb for free.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Same element as the gun — Volatile, weaken and Devour all double-dip the Lorentz.
Super
Shadowshot: Deadfall
35% weaken on the boss/pack the LFR then erases; suppress for Overload behaviour.
Class ability
Gambler's Dodge
Melee back near enemies; the Vanishing Step invis trigger (see Aspect 1).
Movement
Triple Jump
Air control for repositioning the slow-charge sniper-lane playstyle.
Melee
Snare Bomb (Quickfall)
Smoke debuff/invis; weaken feed for Stylish, debuff for Echo of Harvest.
Grenade
Vortex Grenade
Lingering Void debuff + Volatile feed via Echo of Instability; AoE for grouped marks.
Aspect 1
Vanishing Step
Dodging makes you invisible — the on-demand button that arms Gyrfalcon's Volatile (`+2 Aspect Energy`).
Aspect 2
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight; second free invis source to keep Volatile cycling (`+2 Aspect Energy`).
Fragments (4)
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source so the Lorentz stays volatile between invis windows
Echo of Harvestweakened/debuffed kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — survivability while you sit in a sniper lane
Echo of PersistenceInvisibility/Overshield/Devour last longer — stretches every Gyrfalcon window; the `−10 Weapons` is the cheapest stat to give back here
Exotic armour — Gyrfalcon's Hauberk (Chest)
See Me, Feel Me:"Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability."
This is the Void-Hunter LFR pairing. Lorentz is a Void weapon, so emerging from invis gives it Volatile Rounds — every shot now also detonates Void AoE, which turns the LFR's single-target precision shots into chip-clear and applies a debuff that feeds Echo of Harvest. The finisher half stacks an all-weapon damage buff on top of the telemetry bonus-damage window for burst against a boss. Invis is the keystone, and this build manufactures it three ways (dodge, debuffed kills, smoke).
Why this works (the mechanics)
The gun's element matches the subclass, so every Void verb multiplies it. Volatile Rounds (Gyrfalcon/Instability), weaken (Snare/Vortex/Deadfall), and Devour (Starvation) all land on the Lorentz itself. A neutral-element exotic weapon can't say that — picking the Void LFR on Void Hunter means the whole subclass is a weapon-damage/sustain stack, not a separate ability game.
Invis → emerge → Volatile is the core loop, and it's on-demand. Vanishing Step makes a dodge the trigger, so you control exactly when the Lorentz goes volatile — dodge before engaging a pack, emerge, and the LFR detonates Void on every body shot for add-clear it normally can't do.
Lagrangian Sight makes it ammo-independent. Marked-target kills refund ammo; 3 patterns refill the mag entirely and grant a long bonus-damage window. You are almost never reaching for Special bricks, which is what lets a Special weapon hold a primary's uptime in a sniper lane.
The catalyst removes the build's one friction point. EM Anomaly normally needs precision kills to detonate; at 3 telemetry patterns Jump Driver drops that, so every kill implodes — and the catalyst's enhanced radar (stacked with the LFR's slow, scoped playstyle) keeps you aware while charging.
Stylish + Snare/Vortex is the invis engine when you're not dodging. Any debuffed kill (Volatile detonations are a debuff; Snare smoke weakens) → invis + Truesight → re-arms Gyrfalcon's Volatile on the next emerge. The two invis sources alternate so Volatile is effectively permanent.
The finisher line is your boss burst. Invis (free, from the loop) → finish a nearby add → all-weapons damage buff + reserve overshield, then dump the Lorentz's telemetry-buffed mag into the boss. Two damage buffs stacked off one finisher.
Sustain is layered for a stationary archetype. An LFR wants you planted and scoped; Devour (Starvation off the Orb/Breach flood), reserve overshields (Gyrfalcon finisher), and on-tap invis cover the exposure that a slow-charge weapon creates.
Stats & mods
Weapons 200 → Class 100 → Health. Weapons to 200 for the flat PvE damage on the LFR's body/precision shots; Class ~100 for fast Gambler's Dodge (the invis button); Health as the dump (the build runs Devour + overshield + invis already).
Mods, by piece:
Helmet: Harmonic Siphon (Void weapon kills → Orbs) · Heavy Ammo Finder is pointless here (LFR is Special) — run Special Ammo Finder + Dynamo (Super on dodge).
Gauntlets: Linear Fusion / Fusion Loader is N/A; use Special Finisher (finisher → Special ammo, feeding the Gyrfalcon finisher loop and the Lorentz) + Class Font.
Chest (Gyrfalcon): Arc/Solar/Void Resistance — flat DR under the overshield.
Boots:Void Weapon Surge ×2 (≈+17% Void weapon damage straight onto the Lorentz when surge-matched) · Orbs of Restoration.
Class item: Powerful Attraction (dodge vacuums orbs → instant Devour via Starvation) · Reaper · Bomber.
Surge-match to Void on the boots. Stat tuning: trade Health for Weapons where the roll allows — the LFR damage is the whole point.
Where it shines
Champions (Anti-Champion 2.0): Linear Fusion archetype does not carry an intrinsic champion stun, and Lorentz has no bespoke stun — so it covers no champion type by itself. Cover champions off-weapon: Deadfall's suppress handles Overload behaviour, and your other two slots carry Barrier/Unstoppable frames (see Weapons). Lorentz is the priority-target deleter, not the champion-stunner — weaken it onto a champion to thin its health for the team, but stun with a teammate weapon.
Endgame DPS / minibosses: the telemetry bonus-damage window + Gyrfalcon finisher buff + Void surge ×2 stack for a real Special-slot burst on Champions, minibosses and unshielded targets in GM-tier content.
Add-dense rooms: catalyst-fed EM Anomaly implosions + Volatile detonations turn the LFR into surprising add-clear — unusual for a Special heavy-hitter.
Survival in sniper lanes: Devour + reserve overshield + on-tap invis let you hold a static charging position in −30/−40 content.
### The other two slots
Primary: an Overload or Barrier auto/pulse/scout for champion coverage and general add-clear while the Lorentz charges. (Lorentz eats your Special slot, so the primary does the close-range work.)
Heavy: a Barrier/Unstoppable option you lack on the primary — a Machine Gun or Rocket for the champion type your primary doesn't stun, plus boss DPS overflow. Between primary + heavy you must cover Barrier and Unstoppable, since the Lorentz covers neither.