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Solar

Last Rites — Golden Gun: Marksman (Solar Hunter)

Twin-sustain primary duelist — two independent self-heals make an aggressive Solar gunfighter that simply won't go down — dual-exotic with Red Death Reformed
Wormhusk Crown on light.gg

Anchor: Wormhusk Crown · Subclass: Gunslinger · Role: Twin-sustain primary duelist — two independent self-heals make an aggressive Solar gunfighter that simply won't go down — dual-exotic with Red Death Reformed Sandbox: 9.7.0 · Built 2026-06-27

Two heals, one trigger finger. Red Death Reformed cures you on every kill and floods your handling/reload right after; Wormhusk Crown turns the dodge button into a second cure and lets your Solar kills crank both. Stay in the open, win the gunfight, get healed for winning it — and dodge to top up when you don't.

Loadout

SlotPickWhy
SuperGolden Gun: MarksmanPrecision Solar execution — "last rites." Overpenetrates and spawns Orbs on precision hits; multikills feed Burning Souls. (Deadshot is the alt if you want a rapid-fire multikill super to bank Burning Souls faster.)
Class abilityGambler's DodgeThe second heal button — activating it triggers Wormhusk's Cure (67 HP, Clarity). Dodging near a target refunds melee for the Throwing Knife. (Acrobat's Dodge is the airborne/safer alt.)
MovementTriple JumpVertical control to break line-of-sight after the dodge-cure; Strafe Jump if you duel flat. Flex — not load-bearing.
MeleeWeighted Throwing KnifePrecision knife kills grant Radiant and refund the knife — a precision Solar kill that feeds Burning Souls and the Radiant timer Ember of Empyrean extends.
GrenadeHealing GrenadeOn-demand third sustain for the moment both gun- and dodge-heals are on cooldown. Pure flex (swap to Tripmine for ad pressure).
Aspect 1On Your MarkClass-ability use or precision hits grant you + allies reload + Weapons stat (×10); final blows at 10 stacks cure you — a third independent heal woven into the gunplay. +3 aspect energy.
Aspect 2Gunpowder GambleKills charge a free Solar explosive → ignitions for ad-clear / champion pressure, and it grants an extra fragment slot (+3 aspect energy) to stack more Embers.
Fragments

Exotic — Wormhusk Crown (Helmet) + Red Death Reformed (Energy — Solar Pulse Rifle)

Dual-exotic (one armour + one weapon is legal). Wormhusk Crown (9.7.0 rework): activating your class ability grants Cure (restores 67 HP — Clarity); rapid Solar final blows grant stacks of Burning Souls that increase Solar ability damage, increase the potency of the dodge's healing, and spread that healing to nearby allies. Red Death Reformed: a 340-RPM Solar Pulse Rifle (Adaptive frame, uses Auto Rifle recoil) whose Redemption intrinsic grants 120 HP (Cure x2), +100 Reload Speed and −20% reload animation on every kill; finishing a reload within ~5s of a kill cures nearby allies for 60 HP. Inverse Relationship stacks Handling / flinch-resistance / movement speed on hits (×6, 3s) and ramps weapon damage as your shield drops (PvE 10/20/40% past 114/60/0 HP). The catalyst (Helping Hand) makes every 2 kills charge the gun so the next kill bursts 120 HP (Cure x2) to allies in 7.5m and drops a Restoration Orb (Restoration x2, 4s / 6s with Ember of Solace). The loop: Red Death's Solar kills both cure you and feed Burning Souls, which makes the Wormhusk dodge-cure hit harder — the two exotics power each other, and every fight you win pays you back in health.

Why this works (the mechanics)

Weapons

Stats & archetypes

Weapons 150+ → Class ~100 → Health ~100 → dump Super / Grenade / Melee. Weapons is the duelist's stat (handling, reload, and the first-100 PvE minor/major damage bonus) and On Your Mark stacks more of it on top. Class ~100 keeps the Wormhusk dodge-cure on a short, repeatable cooldown (the second heal). Health ~100 is raw survivability so the heals have less to undo. Archetypes: Gunner (Weapons), Powerhouse (Weapons/Super), Specialist (Class), Reaver (Class/Melee), Bulwark (Health). Mods/fragments add ~30 headroom over the armour ceiling.

Set bonus (none required)

No set is load-bearing — the sustain comes from the two exotics + the aspect, not a 2pc/4pc. A Lustrous set (receiving healing buffs Solar weapons; rapid Solar kills heal) is thematic garnish since you generate "receiving healing" constantly, but it's never the driver. Run any high-tier armour that hits the stat plan.

Artifact — Queensfoil Censer

Picks (2/3/2): Fever And Chill + Kindling TriggerRevitalizing Blast + Anti-Champion Nosecone + Perpetual DestructionRays of Precision + Solo Operative

The Solar primary engine: Fever And Chill turns Red Death's rapid Solar hits into Radiant (a flat damage steroid the build keeps lit via Empyrean/Solace); Kindling Trigger makes those Radiant Solar shots apply Scorch, and Rays of Precision makes Radiant Solar precision kills ignite — so Red Death's headshots clear adds and stagger on their own. Solo Operative (solo precision final blows ramp weapon damage until you die) is the lone-duelist damage curve and pairs perfectly with the never-die sustain — note it does nothing in a fireteam; swap the Tier-3 to a second ignition/utility pick when grouped. The Tier-2 trio (Revitalizing Blast + Anti-Champion Nosecone + Perpetual Destruction) is the champion/heavy package described above.

Loop

Notes