The Hunter's own Pulse Rifle. It carries its champion stun in the perk, not the archetype: a built-in shield-piercing mode that hard-stuns Barriers no matter the frame. Build a Void Hunter around it and Gyrfalcon's turns every emerge-from-invis into Volatile Rounds on the gun that already stuns Barriers — so one primary covers add-clear, the champion that walls most builds, and a stack of free Void detonations, while the subclass keeps you invisible the whole time.
The weapon
Hunter's Trace (verbatim): "This weapon fires special shield-piercing ammunition and is strong against [Shield-Piercing] Barrier Champions. Precision hits grant targeting data. [Alternate Weapon Action] to swap to the alternate scope, loading high-damage rounds based on the amount of targeting data. High damage rounds create shockwaves around impacted targets, exhausting them."
Catalyst: the manifest entry (`Revision Zero Catalyst`, hash 2909019017) exists but its text is empty in our snapshot — see Verify notes. Do not build around a catalyst effect we can't quote.
What it does: two scopes. Default scope is a normal Adaptive-feel pulse with intrinsic Barrier stun — it pierces shields and stuns Barrier champions with no champion mod and regardless of archetype. Landing precision hits banks targeting data; tapping the Alternate Weapon Action swaps to a second scope that loads heavy-hitting rounds scaled by how much data you banked, and those rounds shockwave + exhaust (a slow-style debuff) everything around the impact. So one trigger finger does add-clear, primes the burst, then deletes a priority target — and the whole thing is a Primary, so ammo is never a constraint.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Matches the gun's element so every Void verb stacks onto it.
Super
Shadowshot: Deadfall
35% team weaken + suppress + groups the pack — sets up the heavy-round burst and Echo of Harvest.
Class ability
Gambler's Dodge
Refreshes the gun's reload mid-fight and triggers the invis aspect.
Melee
Snare Bomb
Smoke → invisibility + weaken; the on-demand re-arm for the Gyrfalcon loop.
Grenade
Vortex Grenade
Lingering Void damage; Echo of Undermining makes it weaken; arms Echo of Instability.
Aspect 1
Stylish Executioner
Any elemental-debuffed kill → invisibility + Truesight; Revision Zero kills on weakened/volatile targets keep this firing.
Aspect 2
Vanishing Step
Dodge → invisibility on demand — the cleanest, most reliable Gyrfalcon trigger.
Fragments (4)
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source for the gun, +10 Melee
Echo of Harvestweakened kills → Orb + Void Breach
Echo of Starvationpick up Breach/Orb → Devour — your sustain
Echo of UnderminingVoid grenades weaken — feeds Harvest and the gun's damage
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."
Other two weapon slots:
Special: any Void weapon to keep Volatile/Devour synergy unified — a Void shotgun or a Wave-Frame GL for the ad-clear Revision Zero isn't pointed at.
Heavy: a Machine Gun or Rocket for the boss/Champion damage the primary can't burst. Off-element is fine here; the primary carries the Void identity.
Why this works (the mechanics)
The champion stun lives in the gun, not the archetype. Anti-Champion 2.0 ties stuns to weapon frames — but Hunter's Trace is a bespoke intrinsic: shield-piercing rounds + Barrier stun on every shot of the default scope, no champion mod slotted, no archetype constraint. That frees your other two weapons to cover Overload/Unstoppable instead of doubling up on Barrier.
Gyrfalcon's turns a Void primary into a Volatile-Rounds machine. Emerge from invis → Revision Zero gets Volatile Rounds. Volatile makes its body shots detonate AoE and makes targets volatile — instant ad-clear off a Primary, and volatile is an "elemental debuff" so kills with it feed Stylish Executioner → more invis → re-proc Volatile. The loop is self-sustaining.
Two invis triggers + Stylish = Volatile uptime is near-permanent. Vanishing Step (dodge) and Snare Bomb (smoke) are both on-demand invis; Stylish Executioner grants invis on any debuffed kill, which Volatile and Weaken produce constantly. Every time you re-enter invis and shoot, Gyrfalcon re-arms the gun. You rarely fire Revision Zero without Volatile up.
Echo of Instability is a backup Volatile feed so the gun stays armed even between invis windows: grenade kill → Volatile Rounds directly. Two independent Volatile sources mean the primary almost never fires "naked."
Weaken is the burst multiplier for the heavy-round scope. Deadfall and Snare Bomb (and Undermining'd Vortex) weaken; bank targeting data with body precision hits, swap scope, and dump the high-damage shockwave rounds into a weakened priority target — debuff-bucket multiplier on top of the burst.
The economy is one closed Void loop. Weakened/volatile kills → Stylish invis (re-arm Volatile) and Echo of Harvest Orbs + Void Breaches → Echo of Starvation Devour (full heal on kill). Survivability, ad-clear, and the Volatile re-arm all run off the same kills the primary is already getting.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons stat is a flat PvE damage adder to the primary on top of Volatile/Weaken; Class feeds the dodge that drives the invis loop. Then Grenade for Instability/Undermining cadence.
Mods, by piece:
Helmet: Harmonic/Void Siphon (Void kills → Orbs — you make a flood) · Heavy Ammo Finder for the boss-DPS heavy.
Champion coverage note: because the gun is your Barrier answer, spend the other slots' anti-champion economy elsewhere (see below).
Where it shines
GMs / Master content (−30/−40): a Primary that hard-stuns Barriers is huge for ammo economy in champion-dense content; Devour + invis keep you alive while you do it. Deadfall is a top-tier team debuff Super for the same rooms.
Champion coverage:Barrier — handled intrinsically by Revision Zero (shield-pierce + stun, any time). Overload / Unstoppable — not covered by this weapon; bring an Overload/Unstoppable frame (or artifact champion mods) on the Special/Heavy. Deadfall's suppress also neutralises Overload behaviour in a pinch.
General PvE / add-clear: Volatile Rounds on a Primary is endless, ammo-free chain-clear; the heavy-round scope handles the orange-bar that survives.