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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 will not go down (dual-exotic with Red Death Reformed)
Wormhusk Crown on light.gg

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

SlotPickWhy
SubclassGunslinger (Solar)The Solar toolkit — Radiant, Restoration, Scorch, ignitions — that every kill and dodge in this build feeds and consumes.
SuperGolden Gun: MarksmanPrecision 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 abilityGambler's DodgeThe second heal button — using your class ability triggers Wormhusk's Cure, and dodging near a target refunds melee for the Throwing Knife.
MovementTriple JumpVertical control to break line-of-sight after the dodge-cure; pure flex, not load-bearing.
MeleeWeighted Throwing KnifeA precision Solar melee whose kills grant Radiant, feeding Kindling Trigger's scorch and the ignition line while the knife refunds itself while Radiant.
GrenadeHealing GrenadeOn-demand third sustain for the window when both the gun-heal and dodge-heal are on cooldown; swap to Tripmine for ad pressure.
Aspect 1On Your MarkClass-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 2Gunpowder GambleKills charge a free Solar explosive that ignites for ad-clear and champion pressure, and it grants an extra fragment slot to stack more Embers.
FragmentsSolace · Empyrean · Tempering · Benevolence · SingeingExtend and stack the Radiant/Restoration this build lives on, rebuild the old health-overflow via max-health, and close the dodge loop.
Exotic armourWormhusk Crown (Helmet)The dodge-cure engine whose Burning Souls scales off Red Death's Solar kills — the second, non-positional heal.
WeaponsRed Death Reformed (Energy) · Kinetic champion legendary · Power Rocket LauncherRed 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

Why it works (the mechanics)

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:

Artifact — Queensfoil Censer

Picks (2/3/2):

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 (6/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
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.
Fastball 1e fillIncreases grenade throw distance.
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)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Solar Weapon Surge 1eYour 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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.