ALL MY BUILDS FOCUS ON USING UNDEAD-THEMED WARFRAMES WITH WEAPONS FITTING THEIR THEMES. THEY MAY NOT BE THE ABSOLUTE BEST OPTION FOR IT, BUT I STILL MAKE SURE THEY'RE MORE THAN VIABLE ENOUGH.
[Banshee Prime] represents the Banshee.

The ability is actually Evade.
INTRODUCTION
The main focus of this build is to kill Liches and Sisters as effectively as possible. To do so we follow these steps:
First you need to get your progenitor. For liches go to Cassini in Saturn and kill enemies asap to spawn it. For sisters go to Hydra in Pluto and get to the granum void asap, using a [Xoris] to get enough points to spawn a sister. After you down them, if they don't have the weapon you want, finish the mission without killing them and repeat. The element depends on the warframe you use to defeat them.
On a regular mission or in the last fight when you're inside the area where the Lich/Sister is on, get close enough that there's actually enemies nearby and cast Evade and Silence to prevent enemies from attacking you and eximus from using special abilities. Re-cast whenever it runs out.
Make sure to aim upwards and hit as many headshots as possible. With my setup you need only 4 headshots within 34 seconds to be able to cast Evade again whenever it runs out.
Kill enemies and collect murmurs. Cast Sonar to kill tougher enemies faster.
When fighting a Lich/Sister: get as many galvanized and arcane stacks as you can on your main weapon. Defeat any of the required enemies if fighting a Sister. Cast Magnetic Flare to shield strip them, then cast as many Sonars as you can before shooting. If fighting a Sister you can also armour strip her with Caustic Strike.
BUILD SPECIFICS
FOCUS SCHOOL
We use Unairu for this build. The nodes we care most about are:
- Poise: This makes us immune to slow, stagger, and knockdown effects, which means we don't need to run [Primed Sure Footed]. Just make sure to switch in and out of operator every 40 seconds or so if you want it to stay up, but thanks to our subsumed ability it's not really needed most of the time.
- Stone Skin: This gives us 200 more armour. While it's not enough to really matter, it's still a little bit more survivability, so it's appreciated.
- Magnetic Flare: This gives us an option to completely strip shields. It works on hounds, Liches, and Sisters.
- Caustic Strike: This gives us an option to completely strip armour. It works on hounds and Sisters, but Liches are immune.
ARCHON SHARDS
Crimson Archon Shard:
+15% Ability Strength x1. This is mostly to make up for the loss caused by [Overextended]. This leaves us in the positive, and Arcane Crepuscular already gives us a bit more.
+15% Ability Duration x2. Duration is what we want most, since it affects all of the abilities we care about.
Amber Archon Shard:
+37.5% Casting Speed x2. Since we'll be recasting Silence and casting Sonar multiple times this ends up being a rather good quality of life choice. Sonar in particular has a rather long casting animation, so we want to make it as short as possible. This gives us up to 1.75x casting speed.
STATS:
STRENGTH: We use [Transient Fortitude], Arcane Crepuscular, and one archon shard. The only ability we care about that relies on ability strength is Sonar. At 140% ability strength Sonar does a damage multiplier of 7x. Keep in mind, Sonar can be cast over and over and stack onto itself, so when fighting the Lich/Sister you're hunting you might as well spam that ability instead of only casting it once. Considering the Aura we're running you want multiple sonars stacked on the head if possible, which is a 1 in 6 chance every time you cast it. At least 1 sonar there will be good enough, but the more the better.
DURATION: We use [Narrow Minded], [Primed Continuity], [Constitution], [Augur Message], Molt Efficiency, and two archon shards. Duration affects most of the abilities we use, making Sonar's weakpoints stay on for longer, letting us keep Silence up for longer, and most importantly affecting Evade's starting duration, max duration, and added duration per weak point kill. Keep in mind, sonar weak spots don't count as weak points, so always aim for headshots if you want to add time to Evade's duration. At 344.5% ability duration Evade will start with 34.45 seconds of duration, up to a maximum of 51.68 seconds with weakpoint kills. Each weakpoint kill adds 6.89 seconds to Evade's duration up to the aforementioned cap. as long as you get 4 weakpoint kills spaced out enough you'll go over the 60 second cooldown and thus be able to recast the ability as soon as it runs out. You can also keep it going indefinitely if you keep getting weakpoint kills.
RANGE: We use [Overextended]. We want a fair bit of range for Sonar and Silence to affect as many enemies as possible. This also makes up for the lost range of Narrow Minded.
EFFICIENCY/ENERGY: We use [Preparation] and [Primed Flow]. [Primed Flow] gives us a large max amount of energy. The only way you could ever run out of energy is spamming Sonar in place non-stop for a good minute or two.
When it comes to [Preparation], you want to start with full energy more than anything to cast Evade and Silence immediately while being able to spam Sonar whenever.
The calculation for starting energy is:
Base Starting Energy + (5 x Mod Capacity Left) + (Total Energy x [Preparation] Multiplier).
[Banshee Prime] starts with 125 energy and [Preparation] gives us an 82% multiplier while leaving us with two capacity left. I've noticed, however, that the value isn't exactly 82% in the mod, and results vary between 81.84% and 81.89% depending on the frame I use it on, with the result being rounded up to the first decimal after calculations. For Banshee Prime I tend to get 81.84% approximately. That'd make our calculation be:
125 + (5 x 0) + (755 x 81.84%) = 742.892 -> 742.9 energy, which is almost full.
LOADOUT:
PRIMARY: We use the Tenet Arca Plasmor. This will be our main damage dealer for regular enemies, thralls/hounds, and Liches/Sisters. every shot has a massive range, working as a pseudo AoE, while still benefiting from mods like Galvanised Savvy. Try to stack multishot charges as much as you can before hitting your Lich/Sister. When dealing with hounds, Liches, and Sisters remember to also cast Magnetic Flare to get rid of their shields immediately.
I chose this weapon thematically because the projectile looks like a massive sound wave.
SECONDARY: We use the Sonicor. This weapon is mostly here for aesthetic. You can definitely kill with it, but it requires a lot of setup when other weapons can kill faster, and it also has the issue of ragdolling enemies around. Quite fun to see, but not that useful at killing when it requires multiple shots and each shot recreates the tenno space program on an enemy.
I chose this weapon thematically because it's all about sound.
MELEE: We use the Stropha. This is a good alternative weapon, specially whenever you need to carry something in excavation and mobile defense missions. You should be able to clear whore rooms with it like any melee weapon can nowadays.
I chose this weapon thematically because it's the only melee that causes shockwaves.
COMPANION: We use a Hound. Since [Banshee Prime] basically ignores damage attenuation and we'll remain invisible we can stack as many buffs as we want. As for energy, most of the time we'd only run out if we let gloom drain for minutes on end without doing anything, so instead we focus on utility and priming. Our little robot dog ends up disarming enemies around itself with [Repo Audit] quite often, saving us from constant fire if ever needed. They also prime every enemy around for our weapons and end up refreshing our shield recharge rate non-stop. As long as you have the necessary mods the hound parts don't matter besides the stabilizer. Any stabilizer besides Hinta will work, because of the polarities.
PARAZON: Because we will constantly mercy kill enemies when hunting liches and sisters we use the mods Blood for Ammo and Blood for Energy on our Parazon, so we auto reload and get some energy with every mercy kill.
GAMEPLAY ELEMENTS:
SHIELD GATING: We use [Augur Message]. We don't really focus on any kind of tanking here, since we'll remain invisible for the entire mission, but it's always nice to have a way to jumpstart our shields if necessary.
AUGMENTS: We use Resonance. While it may not be that useful against the Lich/Sister, this will help us clear up mobs of enemies with just 1 or 2 casts of Sonar, since it'll keep spreading to other enemies, and due to the huge amounts of duration we have we'll run out of enemies before we run out of the original Sonar's duration.
BONUS BUILD - 0 FORMA OPTION

So, if you want to test this build but are too worried that you won't like it and will waste forma on it, here's a 0 forma version of the build for you to test. 0 Forma builds always have to make some compromises, but I try to make them as close to the original to give an accurrate representation when testing.
MOD CHANGES:
- Resonance removed: We don't have enough mod capacity, so sadly this has to go, and it's the only mod that doesn't hurt our Lich/Sister battle.
- [Constitution] to [Augur Secrets]: Again, not enough mod capacity, so we replace this for more strength and instead alter our archon shards. Instead of 2 ability duration and 1 ability strength we use 3 ability duration to somewhat make up for it.
And that's it! Besides having to downgrade 1 mod and remove 1 more mod all the mods are exactly the same, just in different spots since we can't change polarity positions with 0 forma. Our ability duration is slightly smaller but besides that it should play exactly the same.