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:
Eyes Up, Guardian:"Collecting Orbs of Power strengthens this weapon's next several ricochet shots, providing more damage and more bounces between targets."
Shoot to Loot:"Shooting an Orb of Power picks it up. Shooting an ammo brick picks it up and automatically reloads all of your equipped weapons from reserves. Increases range."
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
Slot
Pick
Why
Subclass
Prismatic
The 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.
Super
Golden Gun: Marksman (Solar)
Cheap, spammable single-target delete; Star-Eater overcharges it off the orbs Khvostov prints.
Class ability
Marksman's Dodge
Full reload mid-fight keeps the sustained-damage window (and orb stream) alive.
Melee
Snare Bomb (Void)
Applies a debuff → arms Stylish Executioner's invis/Truesight loop; weak melee investment, big safety payout.
Grenade
Swarm (Solar)
Cheap area chip that adds kills → more orbs; on-element with Golden Gun.
Aspect 1
Gunpowder Gamble
Kills (which you generate in bulk) charge a throwable Solar bomb → Ignitions → more multikills → more Attrition orbs. Pure throughput.
Aspect 2
Stylish Executioner
Snare-debuffed kill → invisibility + Truesight; free repositioning to keep feeding the gun without dying.
Exotic armour
Star-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):
Facet of Purpose — "Picking up an Orb of Power grants either Bolt Charge, Restoration, Frost Armor, Woven Mail, or Overshield based on the damage type of your equipped Super." With Golden Gun (Solar) equipped, every orb you shoot off the ground = Restoration. This is the build's survivability spine and it costs you nothing but the orbs you were already collecting.
Facet of Hope — "While you have an elemental buff, your class ability regenerates more quickly." Restoration (from Purpose) is always up → dodge is always charging → reloads stay flowing.
Facet of Justice — "While transcendent, your ability final blows explode." Bonus clear during the Transcendence windows your kill-flood earns.
Facet of Generosity — "Defeating targets while transcendent creates Orbs of Power for your allies." More orbs, shared, exactly when you're killing fastest.
Facet of Courage — "Your Arc, Solar, and Void abilities deal increased damage to targets afflicted with Darkness debuffs." Snare Bomb / Gunpowder Ignitions cash in.
Why this works (the mechanics)
The orb is the whole build, and the gun is the orb printer. Attrition Orbs spawns orbs from sustained damage — exactly what a 600-RPM full-auto primary does by default. There's no precision requirement, no kill requirement, no cooldown: just hold the trigger. The build never has to chase orb sources because the centrepiece is one.
Shoot to Loot weaponises pickup. Normally you walk over orbs; Khvostov shoots them from across the room without leaving cover or breaking your damage line. That means the orbs you make get consumed, fast, into the loops below — pickup is no longer a positioning tax.
Star-Eater Scales turns every orb into Super."You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super..." You make orbs nonstop, Shoot-to-Loot them instantly, and Star-Eater converts the stream straight into an overcharged Golden Gun — extra Super damage, a burst heal on cast, and an overshield at max overcharge. The same gunfire that buffs the gun fills the Super.
Facet of Purpose makes the same orbs heal you. One orb pickup feeds two systems at once: Super energy (Star-Eater) and Restoration (Purpose + Solar Super). Survivability and damage share one input.
Eyes Up, Guardian closes the gun's own loop. Each orb collected strengthens the next ricochets — more damage, more bounces. So the orbs the gun makes come back as gun damage. Sustained fire → orbs → bigger ricochets → faster sustained kills → more orbs. The flywheel lives inside one weapon.
Gunpowder Gamble launders kills into more orbs. Your kill-flood charges the Solar bomb; the Ignition multikills feed Attrition Orbs again and tick Transcendence, which trips Facet of Generosity/Justice. Throughput compounds.
Stylish Executioner is the survival valve. Snare Bomb debuffs → any kill on a debuffed target → invis + Truesight. You disengage, reposition, and come back to a fresh sustained-damage window without dying — the only thing that would stop the orb stream.
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):
Helmet: a Kinetic Siphon (rapid Kinetic kills → Orbs) doubles the orb economy on top of the catalyst; Khvostov is Kinetic, so it qualifies. Pair a Super-energy / Dynamo-style mod (Super on dodge).
Arms:Kinetic Loader + Kinetic Dexterity — keep the gun topped and swap-ready so the sustained window never stalls.
Chest: elemental resistances; you're a primary-range build, take the DR.
Legs (Star-Eater):Kinetic Weapon Surge ×2 (≈+17% Kinetic damage straight onto Khvostov) · an orb-pickup → ability energy mod so spare orbs feed cooldowns once the Super is overcharged.
Class item: an orb-vacuum (dodge scoops orbs) + orb-on-dodge mod — redundancy so no orb is ever wasted; Super stat mod.
Where it shines
Sustained-add and majors content — Khvostov is a primary, so its native lane is everything orange-bar and below: it makes orbs fastest where targets are dense and constant. Golden Gun handles the one priority target that won't die to ricochets.
Solo and matchmade midgame (Strikes, Nightfalls up to mid-tier, Onslaught, patrol/seasonal) where the self-contained heal + Super loop means you don't need a team economy to function.
Champion coverage — this is the honest weak point. Khvostov is a stock Rapid-Fire auto rifle, and per Anti-Champion 2.0 there is no universal intrinsic Rapid-Fire stun; the weapon carries no bespoke champion stun in its perk text. Your answer is the artifact: Anti-Barrier Auto Rifle ("Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged...") makes Khvostov a Barrier-stunner and overcharged when slotted. Overload and Unstoppable must come from elsewhere — pick the Energy/Heavy slots to cover them (an Overload SMG/Pulse, an Unstoppable-frame Heavy), or lean on Golden Gun + Gunpowder Ignitions to brute-force champions. Do not bring this to high-end GMs expecting the gun itself to handle all three champion types.