Twin-sustain primary duelist — two independent self-heals make an aggressive Solar gunfighter that simply will not go down (dual-exotic with Red Death Reformed)
Centerpiece: Wormhusk Crown (Helmet) · Subclass: Gunslinger · Role: Twin-sustain primary duelist — two independent self-heals make an aggressive Solar gunfighter that simply will not go down (dual-exotic with Red Death Reformed) Sandbox: 9.7.0 · Updated 2026-07-03
Two heals, one trigger finger. Red Death Reformed cures you on every kill and floods your handling and 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 do not.
The exotic
This is a legal dual-exotic loadout (one exotic armour piece plus one exotic weapon). Both intrinsics, verbatim:
Wormhusk Crown (Helmet): Activating your class ability grants Cure. Rapid 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.
Red Death Reformed — Redemption: Final blows with this weapon cure you and increase reload speed; reloading after final blows cures nearby allies.
Red Death Reformed — Helping Hand (catalyst): Final blows charge this weapon. When the weapon is charged, the next final blow creates a healing burst at your location and leaves a remnant behind that provides restoration to allies.
Wormhusk's dodge grants Cure (67 HP per Clarity) each time you use your class ability, and rapid Solar kills bank Burning Souls stacks that make that dodge-heal hit harder and spread it to allies. Red Death is the engine that feeds it: a 340-RPM Solar pulse whose every kill cures you and dumps reload speed, while its catalyst turns every third kill into a team-wide healing burst plus a restoration remnant. Because Red Death is a Solar weapon, its kills are exactly the "rapid Solar final blows" that stack Burning Souls — so the gun you shoot to win the fight is also the fuel that scales the dodge you press to survive it. The two exotics reinforce each other rather than competing for a resource.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
The Solar toolkit — Radiant, Restoration, Scorch, ignitions — that every kill and dodge in this build feeds and consumes.
Super
Golden Gun: Marksman
Precision Solar execution that overpenetrates and creates Orbs of Power on precision hits — a room-deleting "last rites" that pays the team back in Orbs.
Class ability
Gambler's Dodge
The second heal button — using your class ability triggers Wormhusk's Cure, and dodging near a target refunds melee for the Throwing Knife.
Movement
Triple Jump
Vertical control to break line-of-sight after the dodge-cure; pure flex, not load-bearing.
Melee
Weighted Throwing Knife
A precision Solar melee whose kills grant Radiant, feeding Kindling Trigger's scorch and the ignition line while the knife refunds itself while Radiant.
Grenade
Healing Grenade
On-demand third sustain for the window when both the gun-heal and dodge-heal are on cooldown; swap to Tripmine for ad pressure.
Aspect 1
On Your Mark
Class-ability use or precision hits grant you and allies reload speed and Weapons stat (×10); final blows at ten stacks cure you — a third heal woven into the gunplay.
Aspect 2
Gunpowder Gamble
Kills charge a free Solar explosive that ignites for ad-clear and champion pressure, and it grants an extra fragment slot to stack more Embers.
Extend and stack the Radiant/Restoration this build lives on, rebuild the old health-overflow via max-health, and close the dodge loop.
Exotic armour
Wormhusk Crown (Helmet)
The dodge-cure engine whose Burning Souls scales off Red Death's Solar kills — the second, non-positional heal.
Weapons
Red Death Reformed (Energy) · Kinetic champion legendary · Power Rocket Launcher
Red Death is the primary you live on; the Kinetic slot carries the anti-Barrier/Overload stun the Solar pool lacks; the rocket is the artifact's heavy burst.
Fragments
Ember of SolaceRadiant/Restoration on you last longer — extends Red Death's restoration remnant
Ember of EmpyreanSolar final blows extend Restoration and Radiant — Red Death keeps them lit
Ember of TemperingSolar weapon final blows grant increased health, ×3 — the reconstructed "overflow"
Ember of Benevolencecuring allies via dodge or Red Death boosts ability regen — closes the dodge loop
Ember of Singeingclass ability recharges faster when you scorch targets — Kindling Trigger scorch feeds faster dodges
Why it works (the mechanics)
Two independent sustain engines, neither positional. Engine A is the gun: every Red Death kill cures you and dumps reload speed (Redemption). Engine B is the dodge: class-ability use grants Cure (67 HP per Clarity), amplified by Burning Souls. You never 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 are the "rapid Solar final blows" that stack Burning Souls, which explicitly "increase the potency of Dodge's healing." Win gunfights and your panic-dodge heals for more; Wormhusk scales off the gun instead of competing with it for energy.
A third heal is hidden in the aspect. On Your Mark reaches ten stacks fast on a 340-RPM precision weapon — every precision hit is a stack — and "final blows while at ten stacks cure you." The same trigger pull that stacks the aspect also pumps your Weapons stat for more handling and reload on top of Redemption's dump.
Restoration keeps it topped between kills. The catalyst's restoration remnant (every charged kill), plus Ember of Solace lengthening restoration on you and Ember of Empyrean extending it on Solar final blows, means a steady kill cadence keeps Restoration effectively always on — the instant Cure chunk and the Restoration regen-over-time layer.
The "overflow" is reconstructed with Ember of Tempering. The 9.7.0 Wormhusk rework grants Cure, not the old health overflow. Ember of Tempering restores that idea honestly — Solar weapon final blows grant increased health (×3) — so your effective health bar grows the more you kill, which is exactly the aggressive-duelist payoff the original premise wanted.
The dodge loop self-closes through Benevolence and Singeing. Curing allies (via the dodge spread or Red Death's ally-cure) triggers Ember of Benevolence's faster ability regen, while scorching targets (Kindling Trigger) triggers Ember of Singeing's faster class-ability recharge — so every heal you spread and every scorch you apply shortens the cooldown on the next dodge-cure.
Stats & mods
Weapons 200 → Class → Health. 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 keeps the Wormhusk dodge-cure on a short, repeatable cooldown; Health is raw survivability so the heals have less to undo. Archetype lean: Gunner (Weapons) with a Specialist (Class) secondary; mods and fragments add roughly 30 headroom over the armour ceiling.
Mods:
Boots: Recuperation / Innervation — orb pickups top health and grenade energy to reinforce the sustain floor.
Arms: Loader mods for the pulse-rifle slot; Momentum Transfer if leaning on Gunpowder Gamble for ability energy.
Chest: Solar/Kinetic resist mods sized to activity to survive the aggressive open-air positioning.
Class item: Bomber / Outreach to feed the dodge-heal cadence; Reaper for Orb generation.
Surge: Solar Weapon Surge for Red Death and the ignition package.
Anti-Champion: the Kinetic legendary's anti-Barrier or anti-Overload perk plus artifact stuns — the Solar pool is breaker-light.
Fever And Chill turns Red Death's rapid Solar hits into Radiant — a flat damage steroid the build keeps permanently lit through Empyrean and Solace.
Kindling Trigger makes those Radiant Solar shots apply Scorch to unscorched combatants, which also feeds Ember of Singeing's faster dodge recharge.
Rays of Precision ignites on Radiant Solar precision final blows, so Red Death's headshots clear adds and stagger on their own without spending the super.
Solo Operative ramps weapon damage on solo precision final blows until you die — the lone-duelist damage curve, a perfect pair with never-die sustain; note it does nothing in a fireteam, so swap the Tier-3 slot when grouped.
Revitalizing Blast · Anti-Champion Nosecone · Perpetual Destruction are the champion and heavy package: stun-to-ignition plus stun-clear, bonus rocket damage to Champions, and self-refunding rocket ammo for the boss burst.
Where it shines
Solo and small-team endgame (Master Lost Sectors, solo dungeons, Legend content) where the two independent heals plus Solo Operative's ramp let you hold ground aggressively without a healer.
Sustained ad-dense rooms where the kill cadence keeps Restoration always on and Rays of Precision ignitions chain through packs.
Open-air gunfights where you can duel in the line-of-sight the build wants, healing for every trade you win.
Champion coverage: breaks nothing intrinsically — bring the Kinetic legendary's anti-Barrier or anti-Overload for stuns, then Revitalizing Blast converts each stun into an ignition and clears your own shield stun; the Anti-Champion Nosecone rocket finishes the damage.
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 (6/10)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
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.
Fastball1efill
Increases grenade throw distance.
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)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown 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 (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using 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). Flex/loadout-dependent: the ignition package. - **Anti-Champion:** the Kinetic legendary's anti-Barrier or anti-Overload perk plus artifact stuns — the Solar pool is breaker-light.