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Solar

Crimson — Banned Bloodwork (Hunter)

Aggressive solo precision-burst self-healer / marked-target deleter
✓ Manifest Kinetic · Primary · 415 RPM · No intrinsic champion

Weapon: Crimson (Hand Cannon · Primary · Kinetic) · Subclass: Solar Gunslinger · Role: Aggressive solo precision-burst self-healer / marked-target deleter Sandbox: 9.7.0 · Created 2026-06-16

One Hand Cannon that does the work of a Hand Cannon and a Healing Grenade. Crimson's three-round burst lands like a single fat crit, heals you on the kill, and refills its own mag on the precision kill — so the only "rotation" is: hit heads, stay alive, repeat. The build's job is to make every kill a precision kill, mark the target before you shoot it, and turn "got shot" into a stat buff.

The weapon

Intrinsic — Banned Weapon (verbatim): "This weapon fires a 3-round burst."

That's the entire encyclopedia line for the intrinsic, but it undersells the gun. The exotic's real engine is its on-board precision perk:

Cruel Remedy (verbatim): "Kills with this weapon heal the wielder. Precision kills also refill the magazine."

So any kill heals you, and a precision kill also tops the magazine — the burst is a heal-on-demand and a self-loader rolled into one. Land the burst on a head, the target dies, the mag is full, you're healed, you keep firing. That's the loop the whole build serves.

Catalyst — To the Pain (verbatim): "While this weapon is equipped, taking damage increases handling and aim assist until the weapon is stowed. / Taking more damage increases the effect."

The catalyst rewards an aggressive playstyle: the more you get shot, the better Crimson handles and tracks — and it only resets when you holster. Crimson is the rare exotic that wants you in the open trading fire, which is exactly survivable because Cruel Remedy heals you back on every kill. The catalyst and the heal are two halves of the same "stay on the gun, stay in the fight" design.

Loadout

SlotPickWhy
SuperGolden Gun: MarksmanOn-theme precision Super; Hawkeye-style Super refund off precision kills (see Nighthawk note).
Class abilityMarksman's DodgeReloads Crimson on dodge and repositions you between bursts — a free top-off when a non-precision kill leaves the mag low.
MeleeLightweight KnifePrecision-kill weapon throw → Radiant via Ember of Torches loop; keeps you in the precision-kill economy.
GrenadeHealing GrenadeRedundant sustain + cure for the moments Crimson's own heal isn't enough; pairs with Restoration uptime.
Aspect 1On Your Mark"landing precision hits grants you and nearby allies increased reload speed and Weapons stat" ×10 — every Crimson headshot stacks reload and PvE weapon damage.
Aspect 2Gunpowder Gamble"Defeat targets to charge up an improvised Solar explosive" — Crimson kills charge a free AoE detonation for the pack the single-target burst can't sweep.
Fragments

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health (catalyst + Cruel Remedy already carry survivability, so Health is a safe secondary) → Class. Crimson is a damage gun whose own perk is the sustain layer, so dump points into the Weapons stat (stacks with On Your Mark's Weapons-stat bumps) and lean on the gun + Radiant + Restoration for staying power. Class third to keep Marksman's Dodge (your manual reload) up often.

Weapons (the other two slots)

Crimson is the centerpiece; the other slots cover what a Kinetic primary can't — champions and burst DPS.

Artifact — Queensfoil Censer (Season of the Wish)

The precision-kill artifact for a precision-kill gun. The pick that matters:

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)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
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)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.
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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces 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: not Crimson — see Verify.