Sentinel / Solo + Group / Support, DPS & All-round
Hold the trigger. Control the breach.
Actium War Rig supports Choir of One while Void abilities spread Volatile. Add Devour, Shield Throw overshields, and Twilight Arsenal for a weapon-led Titan with team utility.
ACTIUM WAR RIGCHOIR OF ONE4× EXODUS DOWN
Void Arsenal / TITAN 017
Fire. Detonate. Recover.
Auto-Loading Link · Devour Controlled Demolition · Twilight Arsenal
Your jobWeapon clear + Void utility
SuperTwilight Arsenal
Exotic armorActium War Rig
Exotic weaponChoir of One
01 /
Not every Titan needs a punch loop.
Actium supports the gun.
Actium War Rig periodically reloads equipped Auto Rifles/Machine Guns from reserves. Their final blows boost stability, ammo generation, and damage. Choir of One is a Void Special-ammo Auto Rifle, so it fits that weapon-type interaction.
Use aimed fire for ordinary threats. Hip-fire spread can consume ammo quickly; magazine refill from reserves is not free or infinite ammunition.
Void supplies the safety net.
Controlled Demolition makes targets volatile from Void ability hits and Volatile explosions. Nearby volatile explosions heal you and nearby allies. Starvation grants personal Devour from Orb/Breach pickups.
Shield Throw grants overshield on hits, enabling Offensive Bulwark's conditional ability energy on kills. Twilight Arsenal adds weakening burst and axes allies can pick up.
02 /
Start the debuff, then let the gun work.
Seed the pack.
Hit enemies with Vortex or Shield Throw to apply Volatile through Controlled Demolition. Shield hits also grant overshield. Ordinary Choir hits without the relevant catalyst are not automatically Volatile.
Use controlled aimed fire.
Defeat targets with Choir to build Actium's weapon benefits while its reload effect draws from reserves. Use the Primary on routine enemies when Special supply is low.
Detonate near enough for healing.
Further damage detonates Volatile targets; nearby explosions support Controlled Demolition healing. Your position matters. A distant explosion is not guaranteed team healing across the room.
Collect an Orb or Breach.
Siphon/Reaper make Orbs; Cessation makes Breaches from volatile-target defeats. Starvation starts Devour, whose kill loop grants healing and grenade energy. It is not the stronger Warlock Feed the Void version.
Maintain conditional defense.
While overshield is active, Bulwark rewards defeats with grenade/melee energy. Reapply Shield Throw when safe; taking damage can remove that condition. Use cover rather than assuming a permanent shield.
Spend Super, then return to weapons.
Twilight Arsenal weakens and bursts targets; recovered axes add optional melee utility. Use the Heavy for encounter-appropriate damage. On isolated bosses, expect fewer Actium kill stacks, Breaches, and Devour refreshes.
03 /
Sentinel / Four fragments.
Abilities
Super
Twilight ArsenalThree thrown axes create weakening explosions; allies can retrieve them. Not Ward of Dawn or a block/taunt Super.
Class
Rally BarricadeLow cover and weapon utility; Orb collection/recharge mod trigger. No Bastion team overshield on cast.
Melee
Shield ThrowRicocheting shield grants overshield per target hit and applies Volatile through Demolition.
Grenade
Vortex GrenadeLingering damage to seed Volatile. Does not inherently Weaken without an additional effect.
Movement
Strafe LiftControlled cover-to-cover movement.
Aspects / 2 + 2 = 4
Controlled Demolition / 2 slots: Void ability hits/Volatile explosions make enemies volatile; further damage detonates them. Nearby explosions heal you and nearby allies.
Offensive Bulwark / 2 slots: while overshielded or inside Ward, defeats grant grenade/melee energy; melee range/damage improve, and melee defeats restore/extend overshield. The extra Super Shield Throw applies to Sentinel Shield, not equipped Twilight Arsenal.
No Bastion, Unbreakable, or Mask of the Quiet One effect is equipped.
Echo of Persistence
Extends Void buffs applied to you, including Overshield and Devour. -10 Class, -10 Weapons, -10 Health. Does not create those buffs.
Echo of Starvation
Orb of Power or Void Breach pickup grants Devour. -10 Class. A class cast alone does not grant it.
Echo of Cessation
Finishers cause a Void burst that makes nearby enemies volatile. Volatile-target defeats create Void Breaches. Optional safe finisher, not mandatory close-range play.
Echo of Exchange
Melee final blows grant grenade energy. +10 Melee. Helpful when Shield Throw secures a kill; not a refund from every shield hit.
04 /
The weapon rig and the starter set.
Actium War Rig / Exotic chest
Auto-Loading Link supports equipped Auto Rifles/Machine Guns from reserves and improves them through qualifying final blows. It does not reload every weapon or buff grenade/Super damage.
Keep an ammo plan. A magazine filling does not mean reserves are full, and an isolated boss does not supply weapon-kill stacks on demand.
Choir of One / Exotic weapon
Void Special Auto / Energy slot. Command Frame emphasizes aimed precision; alternate hip-fire behavior is a deliberate ammo expense. Historical source: Encore; check live mission access.
Destabilizing Rounds Refit is the progression catalyst for the published chain-clear loop. Other catalysts are alternatives, not simultaneous bonuses. You can learn with the base weapon using ability-seeded Volatile; an owned Legendary Void Auto is a temporary substitute that loses Choir's Exotic firing behavior.
Slot
Armor
Job
Helmet
Exodus Down HelmLegendary / piece 1
Orbs and Special ammo support.
Arms
Exodus Down GauntletsLegendary / piece 2
Void reload and melee utility.
Chest
Actium War RigExotic
Weapon engine and encounter resistances.
Legs
Exodus Down GreavesLegendary / piece 3
Void surge and Orb recovery.
Class item
Exodus Down MarkLegendary / piece 4
Class utility; both set bonuses.
2 pieces / Emergency Electromagnet
Shield breaks collect nearby Orbs/ammo. Emergency pickup help only; never intentionally lose shields to activate it.
4 pieces / Repurposed Charge
Charge gains, losses, or spending heal you and briefly grant damage reduction, scaling with charge shifted. Orbs/surge decay support this personal effect; it is separate from Demolition's nearby-team healing.
Use four actual current set-perk Exodus pieces, not ornaments or legacy copies. No Last Discipline or Ferropotent bonus is active in this adaptation.
Deep Stone Crypt progression goal for sustained clear; Actium also supports its weapon type. Replaces Taipan, not ideal for every boss check. Check reprised rather than legacy roll pool.
Practical final stats / 0–200.
100 Grenade / 100 Class / 100 Melee / 100 Super. Balanced access to Vortex, Shield Throw, cover, and axes; prioritize useful Grenade/Class and preserve Weapons/Health before chasing the full spread.
Super / Axes100 / 200Weakening burst and shared weapons.100 / 200
0100200
Planning targets after net -20 Class, -10 Weapons, -10 Health, +10 Melee from fragments, not verified inventory totals. The source prioritizes Weapons: keep that investment sensible for a gun-led build. Above 100 is not another identical cooldown tier; no stat guarantees endless ammo or a permanent overshield.
05 /
Artifact / NPA Repulsion Regulator.
Monument of Triumph / reviewed 24 October 2026. The Choir/Actium plan: the Special auto rifle qualifies for sustained-auto defense and auto-rifle utility. Void-debuffed defeats create Breaches; Orb pickups add an explicit Volatile Rounds route, and powerful Void-weapon defeats support team Heavy-ammo progress.
Slot / tier
Perk
Trigger / practical effect
1 / T1
Volatile Flow
Orb pickup grants Volatile Rounds to Void weapons. This is the weapon buff, not merely an enemy being Volatile.
2 / T1
Unto the Breach
On Void or Prismatic, defeating Void-debuffed targets creates Void Breaches. Collect them safely.
3 / T1
Sustained Fire
Sustained auto-rifle damage or ally healing grants resistance. It supports the equipped auto rifle, not every weapon family.
4 / T2
Targeting Autoloader
With an auto rifle equipped, defeats advance its reload and temporary weapon-damage effect; surrounded final blows add progress.
5 / T2
Bricks From Beyond
Void-weapon defeats of powerful enemies can generate Heavy-ammo progress for the team; not guaranteed Heavy drops per target.
6 / T3
Supernova
A Void Breach pickup primes a weakening pulse on your next Void damage. This is an artifact effect, not the Handheld Supernova ability.
7 / T3
Void Weapon Channeling
A Void weapon defeat with charged Void abilities grants temporary Void weapon damage; more charged abilities improve the bonus.
Fit and limits.
This adds Volatile Rounds through the artifact, not through Controlled Demolition. Actium reload and Targeting Autoloader overlap; treat the latter as its additional weapon-damage/reload utility, not proof of infinite Special ammo. Choir body shots are not precision hits.
Champion plan.
Orb-triggered Volatile Flow provides a conditional eligible Barrier route; the buff must be active and counter conflicts still apply. Bring independent Overload and Unstoppable answers. Supernova's Weaken is not a stun.
Check the activity's required types and your current in-game counter tooltips. No old seasonal auto/pulse/hand-cannon perk is assumed just because it existed in the original artifact.
Alternative direction: Tablet of Ruin offers Volatile Marksman/Maligned Harvest and a different Void chain, but requires a freshly budgeted seven-perk plan.
Defense during shield gaps. Do not sacrifice it just to chase ammo/stat numbers.
Legs
Void Weapon Surge Recuperation Invigoration
Void weapon damage, charge decay, and Orb healing/melee energy for Shield Throw.
Class item
Reaper Powerful Attraction Bomber
Next weapon defeat after Barricade makes an Orb; cast gathers nearby Orbs and supports grenade energy.
GO /
Before you open the arsenal.
Ticks are not saved. For direct Super burst and Arc weapon pressure, compare Thunder Battery.
REF /
Sources & live checks.
Prepared 23 October 2026. The published core uses different Legendary set bonuses and a specific Choir catalyst. Those conditions are identified rather than assumed. Verify live item text, mod costs, catalyst access, and counters; no measured live usage ranking.