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, get Volatile Rounds on the laser, plant the beam, and watch Detonator explosions and Attrition orbs pour out. A continuous Void beam is the single best delivery vehicle Gyrfalcon's Volatile Rounds ever asked for.
The weapon
Harmonic Laser:Laser damage has three power levels that oscillate while the trigger is held down.
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 Rifle firing Special ammo, Wavesplitter is unique in that holding the trigger climbs the beam to its top power tier and keeps it there — the longer you hold, the harder it hits, rather than merely sustaining output. The catalyst turns that same uninterrupted hold into an economy: sustained damage spits out an explosion (Detonator Beam, your AoE) and an Orb of Power (Attrition Orbs, your ability and Volatile fuel) right where the beam is already pointed. The weapon wants one thing from you — plant the beam on a target and never let go — and every system below exists to make that hold both safe and Volatile the entire time.
Loadout
Slot
Pick
Why
Subclass
Nightstalker (Void)
Volatile Rounds and invisibility are the entire Wavesplitter loop.
Super
Shadowshot: Deadfall
Tethers, suppresses and weakens the densest 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.
Movement
Triple Jump
Extra aerial control to reposition and keep the beam planted from safety.
Melee
Snare Bomb (Smoke Bomb)
Triggers invis and weaken; the cheap re-invis button when a finisher isn't available.
Grenade
Vortex Grenade
Lingering Void DoT — Volatile fuel plus a weaken delivery via Undermining.
Aspect 1
Vanishing Step
Dodging makes you invisible, so you emerge into Gyrfalcon's Volatile Rounds on the beam.
Aspect 2
Stylish Executioner
Killing any elementally-debuffed target grants invis + Truesight; with Volatile everywhere, invis is free.
Fragments
Instability · Undermining · Harvest · Starvation
Volatile source, weaken, orbs/breaches, and Devour — see below.
Exotic armour
Gyrfalcon's Hauberk (Chest)
See Me, Feel Me grants Volatile Rounds on emerging from invis — the whole beam debuffs everything it touches.
Weapons
Add-clear Primary (champion frame) + Heavy (LMG/Rocket/Sword)
Wavesplitter eats Special and clears adds; the Primary carries a champion stun, the Heavy carries boss health bars.
Fragments
Echo of Instabilitygrenade kills grant Volatile Rounds — a second Volatile source beside Gyrfalcon, +10 Melee
Echo of UnderminingVoid grenades weaken — Vortex now debuffs for Stylish and Harvest, −10 Grenade
Echo of Harvestweakened kills drop an Orb of Power and a Void Breach, +1 cost
Echo of Starvationpicking up an Orb or Breach grants Devour, −10 Class
Why it 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 that means everything the laser sweeps becomes volatile and detonates — the cleanest AoE add-clear in the game, because the delivery weapon never stops firing to re-apply the debuff.
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 here is Volatile or weakened). Each time you re-enter and leave invis, Gyrfalcon re-arms Volatile Rounds — invis, emerge, Volatile beam, debuffed kills, invis again, with near-zero downtime and constant Truesight wall-hacks.
Wavesplitter's own catalyst is a closed economy. Detonator Beam stacks an AoE explosion on top of the volatile detonations (double-dipping AoE), and Attrition Orbs prints Orbs of Power off the same sustained hold. Those orbs feed Starvation Devour and re-arm Volatile via the artifact's Volatile Flow — the gun pays its own upkeep just by being held on target.
Volatile is a shared debuff bucket. Volatile detonation damage stacks on top of every other weapon's perks, and "volatile" counts as the elemental debuff Stylish Executioner and Echo of Harvest read — so the beam continuously manufactures the exact state every aspect and fragment in the kit wants.
Deadfall is the panic and grouping button. Tether the densest pack for suppress + weaken; weakened kills feed Harvest orbs and breaches into Starvation Devour, and the Super's grouping turns one beam sweep into a screen-wide chain 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 200 → Health → Class. Weapons lifts the beam's PvE damage against minors and majors (Wavesplitter lives on add-clear); Health buys survivability under Devour; Class drives dodge uptime for the Vanishing Step to Volatile cadence. Grenade and Super are secondary — abilities here are utility, not the damage. Archetype lean: a Weapons-primary set with a Health secondary.
Mods:
Boots: Void Weapon Surge ×2 (Void weapon damage straight onto the beam) · Orbs of Restoration.
Arms: Special Ammo Finder + a Loader; Fastball if placing Vortex for weaken.
Chest (Gyrfalcon): Arc/Solar/Void Resistance — flat DR under Devour.
Class item: Powerful Attraction (dodge vacuums the orb flood) · Bomber/Outreach for dodge regen.
Surge: Void Weapon Surge — matches the beam's element.
Anti-Champion: none intrinsic to Wavesplitter — Deadfall suppress covers Overload behaviour; carry stun frames on the Primary and Heavy (see Champion coverage).
Artifact — NPA Repulsion Regulator
The Void artifact that directly amplifies this build's load-bearing loop: it turns the Attrition orb flood into more Volatile, converts the constant Void-debuffed kills into a Void Breach economy, and plugs the build's one honest gap — champion stuns.
Volatile Flow grants your Void weapons Volatile Rounds on picking up an Orb of Power — and Attrition Orbs prints those orbs off the beam, so this is a second Volatile source beside Gyrfalcon that never lets the debuff lapse.
Unto The Breach creates a Void Breach on defeating a Void-debuffed target, and everything the beam touches is volatile or weakened — a constant Breach stream into Starvation Devour.
Protective Breach turns each Void Breach pickup into an overshield, so the Breach flood becomes standing damage resistance while you plant the beam and hold.
Overload Grenades makes Vortex disrupt and stun Overload Champions — the stun the Trace Rifle itself can't carry.
Bricks From Beyond gives Void-weapon kills a chance to generate Heavy ammo, feeding the boss and champion slot the beam can't cover.
Supernova makes a Void Breach pickup arm the next Void hit with a large weakening pulse, stacking still more weaken onto the loop.
Void Weapon Channeling grants a temporary Void weapon damage bonus after a Void kill while a Void ability is charged — bonus damage straight onto the beam.
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.
Wall-hack pressure: Truesight from Stylish Executioner lets you melt the next pack through walls between invis cycles.
Champion coverage — FLAG: Wavesplitter has no intrinsic champion stun (manifest lists no champion breaker, and Trace Rifle archetypes carry no intrinsic Anti-Champion stun), so the beam itself stuns nothing. Overload Grenades (artifact) makes Vortex stun Overloads and Deadfall's suppress handles ability-spam elites; your Primary and Heavy must carry the remaining frames (e.g. an Unstoppable and a Barrier between the two slots). Volatile and 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 the Heavy slot's job.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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)
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)
Outreach1e
Reduces melee cooldown when using your class ability.
Outreach1e
Reduces melee cooldown when using your class ability.
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: Heavy (see Champion coverage).