Wavesplitter is a Void laser whose damage oscillates through three power tiers while you hold the trigger — left running, it self-cranks to its top beam. The whole build exists to keep that beam Volatile and to keep you invisible while it eats the room: emerge from invis → Volatile Rounds on the laser → sustained beam → Detonator Beam explosions + Attrition orbs → finisher → invis again. A continuous Void beam is the single best delivery vehicle Gyrfalcon's "sustained damage" catalyst and Volatile Rounds ever asked for.
The weapon
Harmonic Laser: Laser damage has three power levels that oscillate while the trigger is held down.
Catalyst (Wavesplitter Catalyst) — Detonator Beam:Dealing sustained damage creates an explosion around the target./ Attrition Orbs:Dealing sustained damage creates an Orb of Power.
A 1000-RPM Void Trace (Special ammo, 94-round mag). Hold the trigger and the beam climbs to its top power tier and stays there — Wavesplitter is unique in that holding fire increases output rather than just sustaining it. The catalyst turns that same uninterrupted hold into the build's economy: sustained damage spits out an explosion (Detonator Beam — your AoE) and an Orb of Power (Attrition Orbs — your ability/Volatile fuel) right where the beam is already pointed. The weapon wants you to plant the beam on a target and not let go — every system below is built to make that safe and to make the beam Volatile the whole time.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Volatile Rounds + invis are the entire Wavesplitter loop.
Super
Shadowshot: Deadfall
35% weaken + suppress + groups the pack — feeds Volatile detonations and Harvest orbs.
Class ability
Marksman's Dodge
Reloads the beam mid-fight; pairs with Vanishing Step for on-demand invis.
Melee
Snare Bomb (Smoke Bomb)
Triggers invis/weaken; the cheap re-invis button when you can't finisher.
Grenade
Vortex Grenade
Lingering Void DoT — Volatile fuel and a weaken delivery (Undermining).
Aspect 1
Vanishing Step
Dodging makes you invisible → emerge → Gyrfalcon Volatile Rounds on the beam. [+2 Aspect Energy]
Aspect 2
Stylish Executioner
Killing any elementally-debuffed target → invis + Truesight; with Volatile/weaken everywhere, invis is free.
Fragments
Echo of Instability, Echo of Undermining, Echo of Harvest, Echo of Starvation
See below.
Exotic armour
Gyrfalcon's Hauberk (Chest)
Volatile Rounds on emerging from invis → the beam debuffs everything it touches.
Kinetic/other
Primary (Strand/Stasis/Kinetic) for ammo economy and a champion frame
Wavesplitter eats Special; keep a reliable add-clear primary.
Heavy
Heavy of choice (LMG/Rocket/Sword) for bosses + the champion frame Wavesplitter can't cover
The beam handles adds; Heavy handles the health bars.
Fragments (4)
Echo of Instabilitygrenade kills → Volatile Rounds — a second Volatile source besides Gyrfalcon, +10 Melee
Echo of UnderminingVoid grenades weaken — Vortex now debuffs for Stylish/Harvest, −10 Grenade
Echo of Harvestweakened kills → Orb of Power + Void Breach, +1 cost
Echo of Starvation (pick up an Orb or Breach → Devour, −10 Class). Net: the beam + grenade keep Volatile up**
kills drop orbs/breaches
pickups grant Devour
and Wavesplitter's Attrition orbs alone keep the cycle fed
Why this works (the mechanics)
Gyrfalcon turns "emerge from invis" into "the beam is now Volatile." See Me, Feel Me grants Volatile Rounds the instant you leave invisibility. On a 1000-RPM continuous beam, Volatile Rounds means everything the laser sweeps becomes volatile and detonates — the cleanest possible AoE add-clear in the game, because the delivery weapon never stops firing to re-apply.
The invis loop self-sustains and is the re-Volatile trigger. Vanishing Step gives invis on dodge; Stylish Executioner gives invis on any debuffed kill (and everything is Volatile or weakened here). Every time you re-enter and leave invis, Gyrfalcon re-arms Volatile. So the loop is: invis → emerge → Volatile beam → debuffed kills → invis → repeat, with no downtime and constant Truesight wall-hacks.
Wavesplitter's own catalyst is a closed economy. Detonator Beam adds an AoE explosion to the volatile detonations (double dipping AoE), and Attrition Orbs prints Orbs of Power off the same sustained hold. Those orbs → Starvation Devour (full heal + grenade energy on kills) and feed Volatile detonations that recharge abilities. The gun pays its own upkeep just by being held.
Volatile is a debuff-bucket the whole fireteam shares. Volatile detonation damage stacks on top of every other weapon's perks, and "volatile" counts as the elemental debuff Stylish/Harvest read — so the beam manufactures the exact state every aspect and fragment wants, continuously.
Deadfall is the panic/boss button. Tether the densest pack for a 35% weaken + suppress; weakened kills → Harvest orbs/breaches → Starvation Devour, and the Super's grouping turns one beam sweep into a screen wipe of volatile detonations. Orpheus Rig is the alternative chest-swap if you want a Super battery instead of the Volatile engine, but it costs you the Gyrfalcon loop.
Stats & mods
Weapons 100+ → Health 100 → Class. Weapons stat lifts the beam's PvE damage vs minors/majors (and Wavesplitter lives on add-clear); Class drives dodge uptime for the Vanishing Step → Volatile cadence; Health for survivability under Devour. Grenade/Super are secondary — abilities here are utility, not the damage.
Helmet: Void Siphon (Void kills → Orbs — stacks with Attrition Orbs) · Heavy Ammo Finder.
Gauntlets: Special Ammo Finder + a Loader; Fastball if running Vortex for weaken placement.
Chest (Gyrfalcon): Arc/Solar/Void Resistance — flat DR under Devour.
Boots:Void Weapon Surge ×2 (≈+17% Void weapon damage straight onto the beam) · Orbs of Restoration.
Class item: Powerful Attraction (dodge vacuums the orb flood) · Reaper · Bomber/Outreach for dodge regen.
Set bonuses are optional garnish, never the driver — slot any 2pc you happen to roll after the stats above are met. None is required for the loop.
Where it shines
Add-dense PvE (GMs, Legend content, Onslaught, big patrol packs): a continuous Volatile Void beam with double-AoE (volatile + Detonator) and a self-feeding orb/Devour economy is best-in-class room-clear. Truesight from Stylish lets you melt the next pack through walls.
Champion coverage — FLAG: Wavesplitter has no bespoke champion stun and Trace Rifle archetypes don't carry an intrinsic Anti-Champion 2.0 stun, so the beam itself stuns nothing. Deadfall's suppress handles Overload behaviour and ability-spam elites; otherwise your primary and Heavy must carry the champion frames (e.g. an Unstoppable Aggressive/High-Impact and a Barrier Precision/Adaptive between the two slots). Volatile + weaken thin champion health for the team but do not stun.
Weak spot: single-target boss DPS. The beam is add-clear, not a damage phase — that's what the Heavy slot is for.