Crackshot turned the Hunter dodge into a three-shot flaming quickdraw. The Sixth Coyote hands you a second dodge charge, so you are holstering six scorching, self-curing bonus shots that recharge while you fight. Every dodge is a burst of damage, a heal, and an Orb of Power on the follow-up kill. The build is the new aspect, doubled.
The exotic
The Sixth Coyote (Chest Armor) — Double Dodge: Gain a second dodge charge. Shortly after dodging, your next weapon final blow spawns an Orb of Power.
The Sixth Coyote does two things off a single input. First, it grants a whole extra class-ability charge, so your dodge stops being a rationed cooldown and becomes a two-shot magazine you fire on rhythm — dodge, fight, dodge again while the first regenerates. Second, shortly after any dodge your next weapon final blow spawns an Orb of Power; Clarity notes this behaves as a copy of the Reaper armour mod, so it triggers on the very next kill without needing a mod slot. On Gunslinger that orb funds your Solar surges, Recuperation heals, and Golden Gun energy, turning a defensive movement tool into a support battery that also happens to double your Crackshot output.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Solar verbs — Scorch, Ignition, Radiant, Cure — are what Crackshot and the fragments all trade in.
Super
Golden Gun: Deadshot
More flaming pistol; multikills feed orbs and keep the neutral loop stocked.
Class ability
Acrobat's Dodge
The dodge that Crackshot fires from; Coyote gives you two of it.
Movement
Triple Jump
Extra air control to line up airborne marks after an Acrobat's Dodge.
Melee
Knife Trick
A fan of scorching knives between dodges, applying Solar burn to marked targets.
Grenade
Solar Grenade
A lingering scorch field that stacks burn for ignition assists.
Aspect 1
Crackshot
Activating your class ability fires up to three scorching shots at marked targets; all three land = Cure.
Aspect 2
Gunpowder Gamble
Defeating targets charges an improvised Solar explosive you shoot mid-air for an ignition — the third detonation in the cycle.
Fragments
Ashes · Torches · Singeing · Eruption
Scorch harder, stay Radiant, self-recharge the dodge, and widen every ignition.
Exotic armour
The Sixth Coyote (Chest)
Second dodge charge = double Crackshot uptime, plus a post-dodge Orb of Power.
Weapons
Solar primary (Incandescent / Heal Clip) + Solar special/heavy, ideally a Solar Rocket
Solar primary makes the post-dodge orb and feeds surges; a rocket cashes in Anti-Champion Nosecone.
Fragments
Ember of Ashesmore scorch stacks → faster ignitions
Ember of Torchespowered-melee Radiant for the fireteam
Ember of Singeingclass ability recharges faster when you scorch — Crackshot recharges itself
Ember of Eruptionbigger ignition area of effect
Why it works (the mechanics)
Two charges convert a cooldown into a magazine. Crackshot fires whenever you activate the dodge, and Coyote gives you two dodge charges. You fire the first Crackshot, fight, then fire the second while the first regenerates — effective Crackshot uptime nearly doubles with zero extra stat investment.
Ember of Singeing closes the recharge loop. Crackshot's own three shots apply scorch, and Singeing makes your class ability recharge faster whenever you scorch a target. The dodge literally pays for its own next cast, so the two banked charges refill faster than you spend them.
Class stat works twice. Crackshot's damage increases with your Class stat once it is 100 or higher, and every point of Class also shortens dodge cooldown. Investing in Class buys both harder Crackshot hits and more Crackshots, which is why the stat priority leans all the way to 200.
The marks remove aim as a failure point. Aiming at combatants marks them, and the dodge auto-fires up to three shots at whatever is marked. It is committed burst damage you can throw out while repositioning — exactly what a dodge is for — and landing all three Cures you, so aggressive dodges also heal.
The orb rider funds everything. Coyote's post-dodge weapon-kill orb feeds Solar surges, Recuperation health, Ashes to Assets Super energy, and your allies' Supers. A damage build quietly becomes an orb factory tied to the same button.
Scorch stacks into ignitions three ways. Crackshot shots, Knife Trick, and the Solar Grenade all pile scorch onto a target; once it tips over, Ember of Eruption widens the ignition and Gunpowder Gamble adds a fourth, manually-detonated Solar blast on top.
Stats & mods
Class 200 → Super → Health. Class is the whole engine (Crackshot damage past 100 and dodge cooldown), Super keeps Golden Gun online for the multikills that feed orbs, then Health for survivability. Archetype lean: Reaver (Class/Melee) or Grenadier bodies that stack Class high; Ashes to Assets on the helm converts your ability kills back into Golden Gun.
Mods:
Boots: Utility Kickstart ×2 — refund a chunk of dodge energy on cast, compounding Singeing's scorch-recharge.
Arms: Heavy Handed — powered-melee kills (Knife Trick) refund melee energy and drop an orb, keeping the Solar verbs flowing.
Chest: doubled elemental resist (the exotic slot still takes combat mods) to hold up while you dodge into the pack.
Class item: Bombardier — dropping a damaging Solar burst on dodge adds one more scorch source to the cycle.
Surge: Solar Surge ×3 — matches your Solar primary and Golden Gun for the damage this build actually deals.
Anti-Champion: ignitions from Revitalizing Blast cover stunned Champions; slot the season's anti-Champion weapon mods on a Solar primary/rocket for Barrier and Overload.
Artifact — Queensfoil Censer
Picks (2/3/2):Fever And Chill + Kindling Trigger — Revitalizing Blast + Unraveling Orbs + Anti-Champion Nosecone — Rays of Precision + Solo Operative
Fever And Chill (T1) — rapid hits with Solar weapons grant Radiant, keeping Crackshot's Cure/damage window and Kindling Trigger's scorch permanently topped up.
Kindling Trigger (T1) — while Radiant your Solar weapons apply Scorch to unscorched targets, so ordinary primary fire feeds Singeing's self-recharge and stacks toward ignitions.
Revitalizing Blast (T2) — stunning a Champion ignites it and clears your shield stun; your scorch-heavy loop turns Champion stuns into free ignitions.
Unraveling Orbs (T2) — cashes in Coyote's post-dodge Orbs of Power for Unravelling Rounds on a Strand secondary, an extra add-clear layer for the orb economy.
Anti-Champion Nosecone (T2) — extra Champion damage from a Solar Rocket Launcher, the heavy that also profits from the surge investment.
Rays of Precision (T3) — while Radiant, Solar precision final blows ignite, so Golden Gun and your primary's crits close the ignition loop.
Solo Operative (T3) — precision final blows ramp weapon damage for solo lanes, a free scalar for the Crackshot-plus-primary kill rhythm.
Where it shines
Add-dense majors and lost-sector clears — perpetual dodges, cures, and ignitions chew through packs while orbs refund the ability economy.
Solo and low-team content — Solo Operative's damage ramp plus Crackshot's built-in Cure make you self-sufficient without a support slot.
Champion coverage: ignitions (via Revitalizing Blast) interrupt stunned Champions and Anti-Champion Nosecone boosts rocket damage; the 2/3/2 does not itself stun Barrier or Overload, so equip the season's anti-Champion weapon mods on a Solar primary/rocket for those two.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
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.
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.
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 (7/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper1efill
Shortly 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). Flex/loadout-dependent: drop an orb; Golden Gun for the damage this build actually deals. - **Anti-Champion:** ignitions from Revitalizing Blast cover stunned Champions; slot the season's anti-Champion weapon mods on a Solar primary/rocket for Barrier; Overload.