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Solar

Dervish — Wormhusk Crown (Solar Hunter)

Dodge-spam team medic
Wormhusk Crown on light.gg
Your gear best achievable Class 138 / 200 target — 62 short — needs better rolls
Health 31 · Melee 43 · Grenade 53 · Super 32 · Class 138 · Weapons 99 · armour only; stat mods + fragments add more

Centerpiece: Wormhusk Crown (Helmet) · Subclass: Gunslinger · Role: Dodge-spam team medic Sandbox: 9.7.0 · Updated 2026-07-03

The old Crucible crutch is now a PvE field medic. Every class-ability cast cures you, Solar multikills stack Burning Souls, and once they are up your dodge heals the whole fireteam while your Solar abilities hit harder. You are a spinning, burning first-aid kit that never stops moving.

The exotic

Wormhusk Crown (Helmet) — Activating your class ability grants Cure. Rapid [Solar]Solar final blows grant stacks of Burning Souls that increase Solar ability damage, increase the potency of Dodge's healing, and spreads the healing to nearby allies.

Wormhusk splits into two halves. The base half is unconditional: every time you dodge you gain Cure, a heal on the shortest-cooldown button in the kit (Clarity logs the class-ability cast at 67 HP restored). The conditional half is Burning Souls — stacks earned from rapid Solar final blows that do three things at once: raise your Solar ability damage, deepen the dodge's heal, and spread that heal to nearby allies. So the loop is simple to state and hard to break: kill with Solar to bank stacks, then dodge to broadcast a heal to everyone standing near you while your grenade, melee and Golden Gun all hit for more. The medic and the damage dealer draw from the same well, and both are paid out by a button you press every dozen seconds.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant, Scorch and ignitions are the currency the whole kit and artifact trade in.
SuperGolden Gun: DeadshotRapid-fire Solar Super; refunds rounds on kills and its multikills bank Burning Souls on demand.
Class abilityAcrobat's DodgeThe heal button — the cast grants Cure via Wormhusk and Radiant to nearby allies on landing.
MovementTriple JumpExtra mid-air resets keep you above the fireteam to reposition between dodges.
MeleeKnife TrickFans Solar knives for easy multikills and Scorch to fish Burning Souls stacks.
GrenadeHealing GrenadeDoubles the medic identity — a second cure/restoration source to layer on the dodge.
Aspect 1CrackshotTurns the class-ability cast into three scorching marked shots; landing all three cures you again.
Aspect 2On Your MarkClass-ability casts and precision hits give you and allies reload + Weapons stat, stacking ten times.
FragmentsBenevolence · Solace · Torches · MercyConvert your ally-healing into ability energy and keep the buffs running long.
Exotic armourWormhusk Crown (Helmet)The centerpiece — dodge = Cure, Burning Souls spreads the heal and amps Solar abilities.
WeaponsSolar primary (Heal Clip + Incandescent) or Sunshot; free energy/heavySolar kills feed Burning Souls; Heal Clip reloads patch cures between dodges.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Health → Super. Lean Reaver (Class/Melee) or Demolitionist (Grenade/Class) so the dodge and Healing Grenade come back fast; Health keeps the medic alive in the middle of the fireteam.

Mods:

Artifact — Queensfoil Censer

Picks (2/3/2):

The Solar tier list for a Radiant/Scorch medic — weapon hits self-fuel Radiant, Radiant chains into Scorch and ignitions, and those ignitions plus champion stuns are your Unstoppable answer.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Solar Weapon Surge 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).