A precision Linear Fusion that marks what it looks at and pays you ammo for killing the marked. 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 shot → mark, kill, telemetry, repeat. Three telemetry patterns buy a long bonus-damage window and a free mag you dump into 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."
A Void Linear Fusion that auto-marks the targets you aim near. Kill a marked target and it drops a telemetry pattern that refunds ammo; stack three patterns without dying and it refills the mag entirely and grants bonus damage for a long duration — a self-sustaining Special heavy-hitter that rarely touches a brick. EM Anomaly turns precision kills into an add-pulling implosion, and the catalyst (at 3 patterns) drops the precision requirement so every kill detonates, while adding an enhanced radar to smooth out the slow, scoped charge cadence. 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 layers a free element verb on top.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Same element as the gun — Volatile, weaken and Devour all double-dip the Lorentz.
Super
Shadowshot: Deadfall
Heavy weaken on the pack the LFR then deletes; the tether's suppress covers Overload behaviour.
Class ability
Gambler's Dodge
Melee-refill near enemies, and the on-demand invis trigger via Vanishing Step.
Movement
Triple Jump
Air control for repositioning the slow-charge sniper-lane playstyle.
Melee
Snare Bomb (Quickfall)
Smoke weakens and grants invis — a second invis/debuff source that feeds Stylish and 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.
Aspect 2
Stylish Executioner
Any elemental-debuffed kill → invis + Truesight; a second free invis source to keep Volatile cycling.
Fragments
Instability · Harvest · Starvation · Persistence
Second Volatile source, Orb/Breach generation, on-tap Devour, and stretched invis/Devour windows.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Emerging from invis grants the Void Lorentz Volatile Rounds; the finisher line stacks an all-weapon damage buff for boss burst.
Weapons
Overload/Barrier primary + Barrier/Unstoppable heavy
The Lorentz stuns nothing, so the other two slots must together cover Barrier and Unstoppable.
Fragments
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
Why it 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 can't say that — picking the Void LFR on Void Hunter makes the whole subclass a weapon-damage/sustain stack rather than 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 decide exactly when the Lorentz goes volatile — dodge before engaging a pack, emerge, and the LFR detonates Void on every shot for add-clear it normally can't do.
Lagrangian Sight makes it ammo-independent. Marked-target kills refund ammo; three patterns refill the mag entirely and open a long bonus-damage window. You almost never reach 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 enhanced radar keeps you aware while charging a scoped shot.
Stylish + Snare/Vortex is the invis engine when you're not dodging. Any debuffed kill (Volatile detonations count; 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. Free invis from the loop → finish a nearby add → all-weapons damage buff + reserve overshield, then dump the telemetry-buffed mag into the boss. Two damage buffs stacked off one finisher, over layered Devour/overshield sustain for a stationary archetype.
Stats & mods
Weapons 200 → Class → Health. Weapons to 200 for flat PvE damage on the LFR's shots; Class high for a fast Gambler's Dodge (the invis button); Health as the dump since the build already stacks Devour + overshield + invis. Archetype lean: a Grenadier/Gunner-style spread that pushes weapon damage first and keeps the dodge cooldown short.
Mods:
Boots: Void Weapon Surge ×2 (Void weapon damage straight onto the Lorentz when surge-matched) · Orbs of Restoration.
Arms: Special Finisher (finisher → Special ammo, feeding both the Gyrfalcon finisher loop and the Lorentz) · Grenade Kickstart.
Chest: Arc/Solar/Void Resistance — flat DR under the Gyrfalcon reserve overshield.
Class item: Powerful Attraction (dodge vacuums orbs → instant Devour via Starvation) · Bomber · Reaper.
Surge: Void — match the boots surge to the Lorentz's element.
Anti-Champion: none on-weapon (see Champion coverage) — delegate to the primary/heavy frames and Deadfall's suppress.
Artifact — NPA Repulsion Regulator
The dedicated Void artifact — it amplifies the build's Volatile/Void-Breach economy on the same element as the Lorentz and patches the gun's missing Overload coverage so the LFR can just delete priority targets.
Volatile Flow grants Void weapons Volatile Rounds on Orb pickup — a third Volatile source so the Lorentz stays volatile between invis windows.
Unto The Breach makes Void-debuffed kills spawn Void Breaches, feeding Echo of Harvest and Echo of Starvation.
Protective Breach turns a Void Breach into an overshield — layered sustain for the static sniper lane.
Overload Grenades makes Vortex stun Overload champions — the champion coverage the LFR itself can't carry.
Bricks From Beyond drops Heavy on Void weapon final blows, fuelling the Barrier/Unstoppable heavy slot.
Supernova turns picking up a Void Breach into a weakening pulse — more weaken double-dipping onto the Lorentz.
Void Weapon Channeling grants bonus Void weapon damage on Void weapon kills, straight onto the Lorentz.
Where it shines
Endgame DPS / minibosses: the telemetry bonus-damage window + Gyrfalcon finisher buff + Void Surge ×2 stack into a real Special-slot burst on minibosses and unshielded priority 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.
Champion coverage: Linear Fusion carries no intrinsic champion stun, and Lorentz has no bespoke stun — it breaks nothing by itself. Cover it off-weapon: Deadfall's suppress handles Overload behaviour, Overload Grenades (artifact) stuns Overload via Vortex, and your primary/heavy must together carry Barrier and Unstoppable. Weaken the Lorentz onto a champion to thin it, but stun with a teammate/other-slot weapon.
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 (8/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
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)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: feeding both the Gyrfalcon finisher loop; Deadfall's suppress.