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
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
Slot
Pick
Why
Super
Golden Gun: Marksman
Precision 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 ability
Gambler's Dodge
The 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.)
Movement
Triple Jump
Vertical control to break line-of-sight after the dodge-cure; Strafe Jump if you duel flat. Flex — not load-bearing.
Melee
Weighted Throwing Knife
Precision knife kills grant Radiant and refund the knife — a precision Solar kill that feeds Burning Souls and the Radiant timer Ember of Empyrean extends.
Grenade
Healing Grenade
On-demand third sustain for the moment both gun- and dodge-heals are on cooldown. Pure flex (swap to Tripmine for ad pressure).
Aspect 1
On Your Mark
Class-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 2
Gunpowder Gamble
Kills 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
Ember of SolaceRadiant/Restoration last 50% longer — directly extends Red Death's Restoration Orb
Ember of EmpyreanSolar kills extend Restoration/Radiant up to a 15s cap — Red Death keeps it permanently lit
Ember of TemperingSolar weapon final blows grant you + allies increased max health, ×3 — the "overflow" half of the thesis, fed by Red Death
Ember of Benevolencecuring allies via dodge/Red Death → faster ability regen — closes the dodge loop
Ember of Singeingscorching targets recharges your class ability faster — Kindling Trigger scorch → faster Wormhusk dodge
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)
Two independent sustain engines, neither positional. Engine A is the gun: every Red Death kill = 120 HP (Cure x2) + 100 Reload + −20% reload animation (Redemption). Engine B is the dodge: class-ability use = Cure (67 HP, Clarity), amplified by Burning Souls. You don't have to stand in a spot or hold a resource — you heal by doing the two things a duelist does anyway: killing and repositioning.
The two exotics feed each other. Red Death is a Solar weapon, so its kills stack Burning Souls, which directly increases "the potency of the dodge's healing." Win gunfights → your panic-dodge heals for more. Wormhusk doesn't compete with the gun for a resource; it scales off the gun.
A third heal is hidden in the aspect.On Your Mark reaches 10 stacks fast on a 340-RPM precision weapon (every precision hit is a stack), and final blows at 10 stacks cure you — so the third sustain source is the same trigger pull, while the stacks also pump your Weapons stat (more gun damage/handling on top of Redemption's reload dump).
Restoration keeps it topped between kills. The catalyst's Restoration Orb (every 3rd kill) plus Ember of Solace (+50% duration) plus Ember of Empyrean (Solar kills extend Restoration to a 15s ceiling) means a steady kill cadence keeps Restoration always on — Cure (instant chunk) and Restoration (regen-over-time) layer.
The "overflow" is reconstructed with Ember of Tempering. The old Wormhusk gave health overflow; the rework doesn't. Ember of Tempering restores that idea honestly — Red Death's Solar final blows grant increased max health (×3), so your effective health bar grows the more you kill, which is exactly the aggressive-duelist payoff the original premise wanted.
Damage rises as you get hurt. Inverse Relationship's PvE 10/20/40% ramp (and the ×6 handling/flinch/move-speed stacks) means a wounded duelist hits harder and steadier — you trade more efficiently in the exact window the heals are racing to close.
Weapons
Energy: Red Death Reformed (Exotic Solar Pulse Rifle, 340 RPM) — the engine. It is the primary you live on: every kill heals, reloads itself, and stacks On Your Mark + Burning Souls + Tempering. Run the catalyst (Helping Hand) for the team-heal Restoration Orb.
Kinetic: flex legendary — bring an anti-Barrier or anti-Overload primary/special here for champion stuns (this Solar artifact pool is breaker-light). A Kinetic Hand Cannon or Pulse keeps the gunfighter identity; precision kills also feed On Your Mark stacks.
Power: legendary Rocket Launcher — the heavy the artifact is built around: Anti-Champion Nosecone (bonus rocket damage to Champions) + Perpetual Destruction (rocket kills refund ammo + reload) make it your boss/champion burst without touching the primary loop.
Champions:damage via the Anti-Champion Nosecone rocket; stuns via the Kinetic anti-Barrier/Overload legendary, then Revitalizing Blast converts any Champion stun into an ignition and clears your own shield stun. Kindling Trigger scorch + Rays of Precision ignitions add chip and stagger on adds.
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 Trigger — Revitalizing Blast + Anti-Champion Nosecone + Perpetual Destruction — Rays 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
Open the gunfight with Red Death — rapid Solar hits → Radiant (Fever And Chill), precision hits stack On Your Mark (reload + Weapons stat).
Kill → Redemption cures you (120 HP) and dumps reload; every 3rd kill (catalyst) drops a Restoration Orb; Solar kills stack Burning Souls + Tempering (more max health) and extend Restoration/Radiant (Empyrean).
Dodge to top up (Gambler's) → Wormhusk Cure (67 HP), amplified by your Burning Souls stacks, spread to allies; refunds the Throwing Knife. Scorching targets refunds the dodge faster (Singeing).
Champions: stun with the Kinetic anti-Barrier/Overload legendary → Revitalizing Blast ignites it + clears your stun; the Anti-Champion Nosecone rocket finishes the damage. Gunpowder Gamble for an on-demand ignition.
At 10 On Your Mark stacks, your next final blow cures you again — three heals now ride the same trigger. Golden Gun: Marksman when a room needs deleting (precision hits spawn Orbs for the team).
Notes
Premise adapted: the brief described Wormhusk's dodge as "an instant heal + health overflow." The 9.7.0 rework is different — class-ability use grants Cure (a heal-over-time, 67 HP per Clarity), and Burning Souls (rapid Solar kills) increases Solar ability damage + the dodge-heal's potency + spreads it to allies. There is no overflow in the rework, so the "overflow" half of the thesis is reconstructed honestly via Ember of Tempering (Solar weapon kills → increased max health, ×3). The core thesis — two independent Solar-kill sustain sources = an unkillable aggressive primary duelist — holds and is actually stronger, because Red Death's Solar kills fuel Burning Souls, which scales the Wormhusk heal: the exotics reinforce each other.
Clarity numbers (`clarity_lookup.py`): Red Death Redemption — kills grant 120 HP (Cure x2), +100 Reload Speed, −20% reload animation; reload within ~5s of a kill cures allies 60 HP within ~15m. Inverse Relationship — hits grant handling / flinch-resist / move-speed (×6, 3s) and ramp damage as shield depletes: PvE 10/20/40% (PvP 2/4/6%) past 114/60/0 HP. Catalyst (Helping Hand / "Red Death Charged") — 2 kills charge; next kill bursts 120 HP (Cure x2) to allies in 7.5m + a Restoration Orb → Restoration x2 for 4s (6s with Ember of Solace). Wormhusk / Burning Souls — class-ability use restores 67 HP. Ember of Empyrean — Solar kills extend Restoration/Radiant up to a 15s cap (1.5/2.25/3/6s by enemy rank). Ember of Solace — +50% Restoration/Radiant duration.
Verify in-game (manifest/Clarity gaps): exact Red Death values shown with "?" in the manifest text — Inverse Relationship's handling amount, flinch-% and move-speed-%, the Redemption buff duration and exact reload window. On Your Mark has no Clarity entry (it's an aspect) — confirm the 10-stack cure and the Weapons-stat amount in-game. Burning Souls stack cap, the Solar-ability-damage %, and the dodge-heal potency curve are not in Clarity (only the 67 HP class-ability restore is) — verify the cap + ally-cure radius in-game.
Red Death is a Solar weapon, so it sits in the Energy slot — leaving the Kinetic slot open for the champion-stun legendary and Power for the rocket.