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Void

Wavesplitter — Harmonic Volatility (Void Hunter)

Invis-cycling Volatile add-clear + orb engine
Wavesplitter on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Void · Special · 1000 RPM · No intrinsic champion

Centerpiece: Wavesplitter (Trace Rifle · Special · Void) · Subclass: Nightstalker (Void) · Role: Invis-cycling Volatile add-clear + orb engine Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassNightstalker (Void)Volatile Rounds and invisibility are the entire Wavesplitter loop.
SuperShadowshot: DeadfallTethers, suppresses and weakens the densest pack — feeds Volatile detonations and Harvest orbs.
Class abilityMarksman's DodgeReloads the beam mid-fight; pairs with Vanishing Step for on-demand invis.
MovementTriple JumpExtra aerial control to reposition and keep the beam planted from safety.
MeleeSnare Bomb (Smoke Bomb)Triggers invis and weaken; the cheap re-invis button when a finisher isn't available.
GrenadeVortex GrenadeLingering Void DoT — Volatile fuel plus a weaken delivery via Undermining.
Aspect 1Vanishing StepDodging makes you invisible, so you emerge into Gyrfalcon's Volatile Rounds on the beam.
Aspect 2Stylish ExecutionerKilling any elementally-debuffed target grants invis + Truesight; with Volatile everywhere, invis is free.
FragmentsInstability · Undermining · Harvest · StarvationVolatile source, weaken, orbs/breaches, and Devour — see below.
Exotic armourGyrfalcon's Hauberk (Chest)See Me, Feel Me grants Volatile Rounds on emerging from invis — the whole beam debuffs everything it touches.
WeaponsAdd-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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Arms (5/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Utility Kickstart 3e fillWhen 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 Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (7/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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).