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Prismatic

Khvostov 7G-0X — Orb Furnace (Hunter)

Self-feeding orb engine — gunfire that overcharges its own Super
✓ Manifest Kinetic · Primary · 600 RPM · No intrinsic champion

Weapon: Khvostov 7G-0X (Auto Rifle · Primary · Kinetic) · Subclass: Prismatic · Role: Self-feeding orb engine — gunfire that overcharges its own Super Sandbox: 9.7.0 · Created 2026-06-16

Khvostov is the rare exotic that pays you in Orbs of Power for doing nothing but holding the trigger, and then spends those same orbs to make itself hit harder. Bolt on the catalyst and a Hunter who eats orbs for Super energy, and the loop closes on itself: sustained fire → orbs → stronger ricochets + a faster, overcharged Golden Gun + a free defensive buff on every pickup. A 600-RPM Kinetic primary that quietly runs an entire build off its own ammo.

The weapon

The Right Choice (intrinsic): "Every seventh bullet from this weapon ricochets to nearby targets." (Manifest tooltip: "Every seventh shot bounces.") The in-game exotic also lets you reconfigure Khvostov's frame, mag, and stock perks — cosmetic to the build, so the build treats the gun at its stock Rapid-Fire profile.

It ships with two perks that turn it into an orb machine:

Catalyst — Attrition Orbs: "Dealing sustained damage creates an Orb of Power."

What it does: hold the trigger → the catalyst spawns orbs off sustained damage → Shoot to Loot lets you grab them at range without breaking your line → each orb collected supercharges the next clutch of ricochets (Eyes Up, Guardian). The gun manufactures its own ammunition for the build economy — orbs — and is the only thing in the loadout that needs to. Everything else just spends what it makes.

Loadout

SlotPickWhy
SubclassPrismaticThe only kit that turns an orb into Super energy (Star-Eater) and a defensive buff (Facet of Purpose) and runs a Solar Super off a Kinetic gun.
SuperGolden Gun: Marksman (Solar)Cheap, spammable single-target delete; Star-Eater overcharges it off the orbs Khvostov prints.
Class abilityMarksman's DodgeFull reload mid-fight keeps the sustained-damage window (and orb stream) alive.
MeleeSnare Bomb (Void)Applies a debuff → arms Stylish Executioner's invis/Truesight loop; weak melee investment, big safety payout.
GrenadeSwarm (Solar)Cheap area chip that adds kills → more orbs; on-element with Golden Gun.
Aspect 1Gunpowder GambleKills (which you generate in bulk) charge a throwable Solar bomb → Ignitions → more multikills → more Attrition orbs. Pure throughput.
Aspect 2Stylish ExecutionerSnare-debuffed kill → invisibility + Truesight; free repositioning to keep feeding the gun without dying.
Exotic armourStar-Eater Scales (Legs)The keystone — see below.
Weapon 2 (Energy)Void/Strand Special with orb synergy (e.g. a Repulsor-Brace Void shotgun) — picks up the slack while Khvostov reloads; on-kill orbs stack the economy.
Weapon 3 (Heavy)Machine Gun or LMG — boss/champion damage Golden Gun doesn't personally execute; sustained fire = bonus orbs via the Heavy too.

Fragments (Prismatic):

Why this works (the mechanics)

Stats & mods

Super 200 → Weapons 100+ → Class. Star-Eater wants the Super stat high to shorten the gaps between overcharged Golden Guns; Weapons is straight PvE damage on a primary that lives and dies by uptime; Class keeps Marksman's Dodge (and the reload) on a short leash. Health is the dump stat — Facet of Purpose Restoration + Star-Eater's cast-heal/overshield cover it.

Mods (by intent — verify exact names in-game, see notes):

Where it shines