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 +25%) and a champion eats one drawn mag. It's the same habit from both exotics: dump a ramped mag into one priority target.
The pairing — why two exotics, not one
Lucky Pants is the armour (legs), Malfeasance is the weapon — they coexist and finish each other's sentences:
Lucky Pants is an element-agnostic hand-cannon amplifier: drawing a HC ramps its damage per hit for a few seconds plus faster ready/accuracy. Its weakness is it carries no champion stun, and 9.7.0 cut it −33% vs bosses — it's a champion/major tool now, not a boss-DPS one.
Malfeasance is a HC that is its own win condition: slugs stack in a target and then all detonate, stunning survivors, with intrinsic Unstoppable. Its only ask is a few sustained hits to reach the detonation — which is exactly what Lucky Pants' fast ready + damage ramp makes trivial.
They meet on the draw: Lucky Pants pays you for swapping to the HC for the priority target; Malfeasance wants a full ramped mag dumped into one body to pop the slugs. Both reward the same discipline.
Loadout
Slot
Pick
Why
Super
Golden Gun: Marksman
On-theme precision super; Nighthawk optional. The Pants + gun are the damage.
Class ability
Marksman's Dodge
Instant reload between draws — reposition, re-draw, re-ramp.
Melee
Lightweight / Throwing Knife
Precision-kill Radiant via Ember of Torches — the universal damage buff for a Kinetic gun.
Grenade
Healing Grenade
Sustain; the gun is the damage.
Aspect 1
On Your Mark
Precision hits stack reload + Weapons stat ×10 → Restoration at max — a third damage multiplier from just landing HC hits.
Aspect 2
Knock 'em Down
Cure on Super cast + enhanced Golden Gun, and a second Radiant source.
Fragments
Ember of Torchespowered-melee hit → Radiant — the build's main Radiant tap
Ember of SolaceRadiant/Restoration duration
Ember of Singeingclass-ability regen on Scorch
Ember of SearingSolar kills → Firesprite + melee energy, refunding the knife that makes Radiant
Exotic armour — Lucky Pants (Legs)
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."
9.7.0 tuning pushed it off the boss-DPS throne (−33% vs bosses) and squarely into the champion/major lane this build occupies. The buff is on the draw, not the shot — it pays you for weapon-swapping discipline.
Explosive Shadow:"Shoot tainted slugs that burrow into combatants. Stacking enough slugs causes them all to explode, stunning surviving combatants. Strong against [Stagger] Unstoppable Champions."
180-RPM Kinetic HC. Burrow slugs → detonation → AoE + Unstoppable stun. With Lucky Pants' ramp and Radiant layered on, the slug count caps fast and the detonation hits hard enough to clear a cluster or stagger a champion in one mag.
Why this works (the mechanics)
The draw front-loads the detonation. Lucky Pants ramps damage per hit the moment you draw, so a Malfeasance mag reaches its slug-cap explosion faster and the explosion lands harder. Holster → draw → empty the mag → pop.
Radiant is element-agnostic, so a Kinetic gun isn't a downgrade. Radiant's +25% applies to Malfeasance exactly as it would a Solar HC. You source it from the knife (Ember of Torches) and Knock 'em Down, so you keep it on tap without needing a Solar primary at all.
Unstoppable is built in. Malfeasance's detonation stuns Unstoppable intrinsically — the build carries its own anti-champion. Cover Barrier + Overload on the other slots (Anti-Champion 2.0 weapon archetypes).
On Your Mark double-dips the 9.7.0 Weapons stat. Its stacks add Weapons stat → more PvE damage vs minors/majors, stacking on top of Lucky Pants' ramp and Radiant. Three multipliers, all paid out by just landing precision hits.
Weapons
Malfeasance (Kinetic HC) — the star + Unstoppable.
Special/Heavy: cover the champions Malfeasance can't — a Precision/Adaptive frame for Barrier, a Lightweight/Rapid-Fire for Overload. A boss-DPS Heavy mops up what the Pants can't delete (the −33% boss lane).
Stats & archetypes
Priority: Weapons 200 → Health 100 → Class 60 → Super/Grenade/Melee dump.
Weapons 200 — the whole build is HC throughput; the first 100 is the PvE damage bonus, and On Your Mark stacks add even more on top.
Health 100 — survivability floor; you're at mid-range trading, healed by Healing Grenade + Restoration (On Your Mark at max).
Class 60 — Marksman's Dodge between draws.
Archetypes: Gunner / Powerhouse (Weapons), Bulwark (Health), Specialist (Class). Mods: Hand Cannon Loader + Scavenger, Hand Cannon Targeting, Special/Heavy ammo finders. Note: Malfeasance is Kinetic, so elemental Weapon-Surge mods do nothing for it — lean on Radiant + Lucky Pants + the Weapons stat instead (a surge matters only for a Solar/Arc/etc. secondary).
Artifact — Queensfoil Censer (Season of the Wish)
Picks (2/3/2):Fever And Chill + Kindling Trigger — Revitalizing Blast + Anti-Champion Nosecone + Perpetual Destruction — Rays of Precision + Solo Operative The Solar/Radiant + precision artifact for a Gunslinger. The Solar-HC mods key off the knife/super and Radiant economy; Solo Operative is the headline for the gun itself.
Solo Operative — precision-kill damage ramp; this build is nothing but precision kills, and it buffs the Kinetic Malfeasance fine (it's not element-locked).
Revitalizing Blast — stunning a Champion ignites it and clears shield stun — layers onto Malfeasance's Unstoppable detonation.
Anti-Champion Nosecone + Perpetual Destruction — champion damage + ammo economy for the boss/Heavy slot the Pants can't personally execute.
Fever And Chill / Kindling Trigger / Rays of Precision — Radiant + Scorch + ignition off your Solar super/knife, keeping Radiant rolling and adding AoE.
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 Scavenger1e
Solar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically collects nearby Orbs of Power when you activate 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: **Hand Cannon Targeting**.
The loop
Clear trash with the other weapons; throw the knife for Radiant.
Champion/major appears → draw Malfeasance → Lucky Pants ramp + Radiant + Weapons-stat stacks pour into the mag → slugs cap → detonation stuns Unstoppable and clears the cluster → holster.
On Your Mark hits ×10 → Restoration; re-draw on the next priority target. Golden Gun for an emergency delete.