Holster, draw, delete. Malfeasance buries tainted slugs that all detonate at once — stunning survivors and carrying intrinsic Unstoppable — and Lucky Pants ramps the gun's damage on every hit the moment you draw it. Stack Radiant on top (element-agnostic) and a champion eats one drawn mag. It's the same habit from both exotics: dump a ramped mag into one priority target, then swap away.
The exotic
Illegally Modded Holster — "Improves sprint, slide, and airborne effectiveness while a Hand Cannon is equipped. For a short time after being drawn, Hand Cannons ready faster, are more accurate, and each hit against a combatant increases Hand Cannon damage."
Explosive Shadow (Malfeasance) — "Shoot tainted slugs that burrow into combatants. Stacking enough slugs causes them all to explode, stunning surviving combatants. Strong against [Stagger] Unstoppable Champions."
Lucky Pants is the armour centrepiece and Malfeasance is the co-exotic weapon; they finish each other's sentences on the draw. The Pants pay you for weapon-swapping discipline — the damage ramp triggers when you draw the hand cannon, not when you fire it, and it climbs with each hit against a combatant while stacking faster ready and accuracy. Malfeasance only asks for a few sustained hits to reach its slug cap, which the ramped, fast-readying draw makes trivial. When the slugs pop they clear the cluster and stun any surviving Unstoppable champion intrinsically. Both exotics reward the identical loop: swap to the hand cannon for a priority target and empty a ramped mag into one body.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant + precision economy that buffs a Kinetic gun element-agnostically.
Super
Golden Gun: Marksman
On-theme precision super and an emergency delete; the Pants + gun are the sustained damage.
Class ability
Marksman's Dodge
Instant reload between draws — reposition, re-draw, re-ramp.
Movement
Triple Jump
Air control to keep the hand cannon out; Lucky Pants also improves airborne effectiveness.
Melee
Lightweight Knife
Precision-kill melee that triggers Radiant via Ember of Torches — the universal damage buff.
Grenade
Healing Grenade
Survivability at mid-range; the gun, not the grenade, is the damage.
Aspect 1
On Your Mark
Precision hits stack reload + Weapons stat ×10 — a third damage layer from just landing hits.
Aspect 2
Knock 'Em Down
Enhances Marksman Golden Gun (increased duration) and reinforces the Solar precision loop.
Fragments
Torches · Solace · Singeing · Searing
Radiant on tap, longer buff windows, class-ability regen, and melee refunds.
Exotic armour
Lucky Pants (Legs)
Draw ramp + faster ready/accuracy — the front-load that caps Malfeasance's slugs fast.
Weapons
Malfeasance (Kinetic HC) + special/heavy
The star + Unstoppable; the other two slots cover the champions and boss DPS the Pants can't.
Fragments
Ember of Torchespowered-melee hit → Radiant, the build's main Radiant tap
Ember of SolaceRadiant/Restoration duration +50%
Ember of Singeingclass-ability regen on Scorch
Ember of Searingdefeating scorched targets → melee energy + Firesprite, refunding the knife
Why it works (the mechanics)
The draw front-loads the detonation. Lucky Pants' Illegally Modded Holster ramps hand-cannon damage per hit the moment you draw, plus faster ready and accuracy. A Malfeasance mag therefore reaches its slug-cap explosion faster and the burst lands harder — holster, draw, empty the mag, pop the slugs.
Radiant is element-agnostic, so a Kinetic gun isn't a downgrade. Radiant's weapon-damage bonus applies to Malfeasance exactly as it would a Solar hand cannon. You source it off the Lightweight Knife (Ember of Torches makes you Radiant for 8s, 12s with Solace) and keep it rolling without needing a Solar primary at all.
Unstoppable is built in. Malfeasance's Explosive Shadow stuns surviving combatants on detonation and is intrinsically strong against Unstoppable champions — the build carries its own anti-champion for that class, freeing the artifact and other slots to cover Barrier and Overload.
On Your Mark triple-dips the 9.7.0 Weapons stat. Landing precision hits (or using your class ability) grants stacking reload speed and Weapons stat, up to ten stacks. That Weapons-stat bump stacks on top of the Lucky Pants ramp and Radiant — three multipliers, all paid out by the same precision hits that cap the slugs.
The Solar melee loop self-sustains. Ember of Searing refunds melee energy off scorched-target kills and Ember of Singeing regens your dodge on Scorch, so the Lightweight Knife that seeds Radiant keeps coming back — the buff economy never stalls between draws.
Stats & mods
Weapons 200 → Health → Class. The whole build is hand-cannon throughput, so the first 100 Weapons is the PvE damage bonus and On Your Mark stacks add more on top; Health is the mid-range survivability floor; Class feeds Marksman's Dodge between draws. Archetype lean: Gunner / Powerhouse (Weapons), with a Bulwark (Health) secondary.
Mods:
Boots: Hand Cannon Scavenger + special/heavy ammo finders to keep the kit fed.
Arms: Hand Cannon Loader for faster reloads between draws.
Chest: resist mods for mid-range trading; the gun holds you forward.
Class item: Bomber / Powerful Attraction for dodge uptime and orb pickup.
Surge: none for Malfeasance (Kinetic — elemental Weapon-Surge does nothing for it); slot a surge only if your special/heavy is elemental.
Anti-Champion: Malfeasance breaks Unstoppable intrinsically; bring artifact/weapon coverage for Barrier + Overload on the other slots.
Solo Operative grants a precision-final-blow weapon-damage ramp while you're solo — this build is nothing but precision kills and it buffs the Kinetic Malfeasance fine (not element-locked).
Revitalizing Blast ignites a stunned champion and clears your shield stun, layering directly onto Malfeasance's Unstoppable detonation.
Fever And Chill grants Radiant on rapid Solar hits, and Kindling Trigger turns that Radiant into Scorch on your Solar weapons — feeding the Ember of Searing / Singeing melee-and-dodge loop.
Rays of Precision ignites combatants on Solar precision final blows while Radiant, adding AoE off the Golden Gun and knife.
Anti-Champion Nosecone and Perpetual Destruction hand champion damage and ammo economy to the boss/heavy slot the Pants can't personally execute after the 9.7.0 boss cut.
Where it shines
Master/GM content and champion-dense rooms — draw Malfeasance, cap the slugs on a champion or major, detonate, holster. The draw-ramp rewards the swap discipline these tiers demand.
Mid-tier clears and seasonal activities — Golden Gun and the knife-fed Radiant carry ad-clear while the hand cannon deletes priority targets.
Champion coverage: Malfeasance breaks Unstoppable intrinsically. Bring a Barrier and an Overload source on your other two slots (anti-champion weapon archetypes or artifact mods) to cover the rest.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (6/10)
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.
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)
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 Surge1efill
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
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).