Centerpiece: Mechaneer's Tricksleeves (Gauntlets) · Subclass: Gunslinger (Solar) · Role: Comeback sidearm spike — dip into critical health, swap to Forerunner for a self-renewing damage burst, and let Radiant + Restoration carry the rally Sandbox: 9.7.0 · Updated 2026-07-03
Mechaneer's Tricksleeves rewards living dangerously: get low, swap to a sidearm, and it reloads instantly and hits much harder — and as long as the sidearm keeps killing, the buff keeps renewing. Forerunner is the biggest sidearm in the game, so that spike lands on a weapon already punching well above sidearm weight. Stack Radiant on top and Restoration to climb back out of the red, and a near-death moment becomes a one-magazine rampage. The lower you are, the harder you hit.
The exotic
Spring-Loaded Mounting:Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you're critically wounded, swapping to a Sidearm reloads it and increases its damage. While this effect is active, Sidearm final blows reload the weapon and extend the effect's duration.
Full Stop (Forerunner): Oversized Sidearm with extended-range, heavy-caliber rounds. Fires full auto with increased rate of fire. Deals increased precision damage to unshielded targets.
This is a two-exotic engine: Mechaneer's Tricksleeves is the amplifier, Forerunner is the payload. The gauntlets passively grant sidearms +50 Airborne Effectiveness, +100 Handling and +100 Reload Speed, but the real trick fires at low health — swapping to a sidearm while critically wounded refills its magazine and grants roughly +100% damage in PvE, and while that buff is up, sidearm final blows reload the gun and push the timer back out (capped at 5 seconds past a kill). Forerunner is the sidearm worth the risk: a 200-RPM Kinetic Special sidearm that fires full-auto, reaches like a hand cannon, and does bonus precision damage to unshielded targets — most minors and majors. One crisis swap snowballs into a long, hard-hitting window as long as you keep landing kills.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant, Restoration and the Ember fragments are the sustain-and-buff engine that lets a "go low" build survive the dip.
Super
Golden Gun: Deadshot
A precision panic-delete and the "get me out of this" button when the rally is losing.
Class ability
Acrobat's Dodge
Landing after the dodge grants you and nearby allies Radiant for 10 seconds (15 with Ember of Solace) plus a reposition out of danger.
Movement
High Jump
Extra air time to reposition mid-fight; Mechaneer's +50 Sidearm airborne effectiveness keeps Forerunner accurate off the ground.
Melee
Lightweight Throwing Knife
A Solar precision-kill tool that feeds the Embers and, with Ember of Torches on the powered melee, taps Radiant.
Grenade
Healing Grenade
Instant Cure + Restoration — the climb out of the red while the Mechaneer's buff keeps renewing off kills.
Aspect 1
On Your Mark
Class ability or precision hits grant you and allies reload speed and Weapons stat, stacking ten times; final blows at ten stacks cure you. Forerunner is a precision gun, so this is a damage layer and sustain. 3 fragment slots.
Aspect 2
Gunpowder Gamble
Kills charge a thrown Solar explosive you shoot mid-air to ignite — a free AoE clear/panic button while you reposition. 1 fragment slot.
Fragments
Torches · Solace · Searing · Empyrean
Radiant on melee, longer Radiant/Restoration, melee/Firesprite refunds, and Solar-kill buff extension.
Exotic armour
Mechaneer's Tricksleeves (Gauntlets)
The centerpiece — the low-health sidearm damage spike that Forerunner cashes in.
Weapons
Forerunner (Kinetic Special sidearm) + a Solar primary + a boss-DPS Heavy
Forerunner is the spike; a Solar primary keeps surges/Siphon and the Embers live; Heavy handles what a sidearm can't chew.
Fragments
Ember of Torchespowered-melee hit → Radiant for you and allies — the on-tap buff for the Kinetic gun
Ember of SolaceRadiant + Restoration last longer — stretch the buff window
Ember of Searingscorched kills → melee energy + Firesprite — refunds the knife that makes Radiant
Ember of EmpyreanSolar final blows extend Radiant/Restoration — knife/ignition kills keep the rally alive
Why it works (the mechanics)
The crisis is the on-switch, kills are the fuel. Dip to critical health, swap to Forerunner, and Spring-Loaded Mounting instant-reloads it and grants ~+100% damage in PvE. Every sidearm final blow while the buff is active reloads the gun and extends the timer (up to 5 seconds per kill), so one dangerous moment becomes a sustained high-damage window rather than a single burst.
You climb out while still spiked. Healing Grenade (Cure + Restoration), On Your Mark's ten-stack cure, and Ember of Empyrean (Solar kills extend Restoration) heal you back to safety — and the Mechaneer's buff persists off sidearm kills even after your shield refills, so healing up doesn't switch the damage off.
Radiant is the Kinetic gun's main multiplier. Forerunner takes no subclass surge, so Radiant (Acrobat's Dodge + Ember of Torches, element-agnostic) is its headline buff, stacking with Mechaneer's spike and On Your Mark's Weapons stat — three layers, none of them dependent on the weapon's element.
On Your Mark double-dips precision. Forerunner is a precision weapon; every crit builds Weapons-stat stacks (offence) and drives toward the ten-stack cure (sustain), so the same hits that ramp your damage also keep you alive.
The Embers feed off the Solar side. The throwing knife scorches and, on kill, Ember of Searing refunds melee energy and drops a Firesprite; Empyrean extends your buffs on Solar final blows. Keep the knife and a Solar primary in rotation so Radiant/Restoration uptime never depends on the Kinetic Forerunner.
Panic buttons everywhere. Gunpowder Gamble (thrown ignition), Golden Gun (delete), and Acrobat's Dodge (reposition + Radiant) are all designed to turn a losing fight around rather than avoid it — the build wants you in the danger zone.
Stats & mods
Weapons 200 → Health → Class. This is a weapon-damage build that happens to flirt with death: the Weapons stat scales Forerunner under the Mechaneer's spike + Radiant + On Your Mark stack, Health is the buffer that lets you survive the critical-health dip and the climb back, and Class feeds Acrobat's Dodge for Radiant uptime. Archetype lean: Gunner/Powerhouse (Weapons) with a Bulwark (Health) secondary, Specialist for Class.
Mods:
Boots: Recuperation + Better Already — Orb pickups immediately start health regen, the fast climb-out after the dip.
Arms: Sidearm Loader — faster reloads reinforce the instant-swap tempo (Special Ammo Finder if reserves run thin).
Chest: resist mods (Concussive Dampener / elemental resist) — cheap damage reduction to make the "go low" gamble survivable.
Class item: Sidearm Scavenger + Special Ammo Scavenger — Forerunner eats Special ammo fast, so keep it topped.
Surge: Solar Weapon Surge for the Solar primary that feeds the Embers (Forerunner leans on Radiant + the Mechaneer's spike, not a surge).
Anti-Champion: Kinetic Rupture (artifact) staggers Unstoppable; Gunpowder Gamble ignitions stagger; bring archetype frames on primary/Heavy for Barrier/Overload.
The Kinetic artifact — it feeds, arms and sustains the Forerunner gunplay:
Kinetic Synthesis — sustained Kinetic damage and rapid kills have a chance to drop an ammo brick that refills equipped Kinetic weapons and grants Special/Heavy progress. Forerunner is Kinetic and Special-hungry, so this keeps the trigger weapon fed.
Precision Equity — precision final blows build toward a large Orb of Power that also grants bonus weapon damage on pickup. Forerunner is all precision kills, so this is free Orbs plus a damage ramp.
Kinetic Rupture — Kinetic damage on a powerful combatant can create a Rupture you shoot for a staggering explosion, strong against Unstoppable — the anti-champion Forerunner lacks, on the right element.
Counter Energy + Armorsmith — stunning a champion returns energy to your least-charged ability, and breaking a shield grants damage resistance and increased melee damage: sustain and survivability for a brawl build.
Press the Advantage — breaking a shield grants weapon stability, handling and reload speed, smoothing the Forerunner swap.
Sticker Shock — the T3 filler; it wants an Arc grenade to shine, so re-fit via `artifact_parser.py --recommend` if you ever change the grenade (see Verify).
Where it shines
Solo and low-team survival content — Nightfalls, Lost Sectors, harder patrol: the loop is explicitly built to rally out of a near-death moment rather than avoid one, and the Mechaneer's spike is repeatable every time you're willing to dip.
Add-dense rooms — full-auto Forerunner with a ~+100% damage spike shreds minors/majors (bonus precision damage to unshielded targets), and Gunpowder Gamble ignitions clear the overflow.
Champion coverage: Forerunner has no intrinsic stun. Unstoppable is covered by Kinetic Rupture (artifact) and ignition stagger; bring archetype anti-Barrier/anti-Overload frames on your primary/Heavy for the other two.
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.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically collects nearby Orbs of Power when you activate 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).