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Solar

Merciless — The Long Charge (Hunter)

Sustained boss/miniboss DPS that heals the fireteam between bursts
✓ Manifest Solar · Special · No intrinsic champion

Weapon: Merciless (Fusion Rifle · Special · Solar) · Subclass: Gunslinger · Role: Sustained boss/miniboss DPS that heals the fireteam between bursts Sandbox: 9.7.0 · Created 2026-06-16

Merciless punishes you for stopping. Every bolt that connects shaves the next charge time, so the gun ramps from sluggish to near-instant the longer you hold the trigger on a single target — exactly the behaviour you want against a boss that never moves. The 9.7.0 catalyst bolts Heal Clip onto it, so the same trigger discipline that maximises damage also sprays Cure on the whole team every time you reload after a kill. Star-Eater turns your Orb flood into an overcharged Solar Super, and Radiant keeps the DPS window lit. Charge, dump, reload-heal, Super, repeat.

The weapon

Conserve Momentum (exotic perk, verbatim): Hits with projectiles decrease this weapon's charge time for a short duration.

Heal Clip (catalyst, verbatim): Reloading shortly after dealing a final blow grants Cure to you and your nearby allies.

What it does: Merciless is a Special-ammo Solar Fusion Rifle. Conserve Momentum is a ramp — landing bolts stacks a temporary charge-time reduction, so sustained fire on a single high-health target speeds the weapon up toward a continuous stream. It is one of the highest sustained-DPS fusion rifles in the game because you stay locked on one target, which is the opposite of how most fusions are used (snap a single full-charge burst, then re-pre-charge). The catalyst (Heal Clip) makes the reload after any kill a fireteam-wide Cure, so the gun is also a soft support tool in a pinch. It does not carry a bespoke champion stun (see Verify).

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Solar weapon → Radiant/Restoration/Empyrean loops all key off Merciless's element; Cure from Heal Clip feeds Ember of Benevolence.
SuperGolden Gun: Marksman (or Blade Barrage)Star-Eater overcharges it into a burst-damage opener; Marksman for precision-Super-energy refund, Blade Barrage if you want AoE add clear.
Class abilityMarksman's DodgeInstant reload — re-arms Merciless mid-fight without leaving the charge window, and re-triggers Heal Clip's reload-Cure on demand.
MeleeKnife Trick (or Lightweight Knife)Solar precision melee → Ember of Torches Radiant; ranged so you stay on the boss.
GrenadeHealing GrenadeCure + the throw is a Solar ability final-blow source for Empyrean; backup sustain when not reloading.
Aspect 1On Your MarkClass-ability/precision hits grant +Weapons stat ×10 and reload speed — Weapons stat adds PvE weapon damage on top of Merciless's ramp, and the reload speed shortens the Heal-Clip cycle.
Aspect 2Knock 'em DownCure on Super cast + enhanced Golden Gun damage — pairs with the Star-Eater overcharge opener.
FragmentsEmber of Torches (Radiant from melee), Ember of Empyrean (Solar kills extend Radiant/Resto — Merciless kills keep both rolling), Ember of Solace (longer Radiant/Resto), Ember of Benevolence (applying Cure/Radiant/Resto to allies → big ability regen — Heal Clip triggers this every kill-reload)Radiant = +damage during DPS; Empyrean+Solace keep it alive between bursts; Benevolence turns the team-Cure into ability uptime.
Exotic armourStar-Eater Scales (Legs)Orb flood → overcharged Super: a healing, +damage burst opener before you settle into Merciless. The DPS rotation is Super-then-fusion.
Energy weapon slot(Merciless occupies Special) — Primary: a Solar auto/HC with a champion frame for stun + Radiant upkeepCovers Overload/Barrier/Unstoppable the fusion can't, and Solar element extends Empyrean.
Heavy slotRocket / Sword / Heavy GL for burst phasesMerciless is the sustained DPS; heavy covers the short-burst damage check and total adds.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class → Super. Weapons is the ceiling — it scales Merciless's per-bolt PvE damage and double-dips with On Your Mark. Class feeds Marksman's Dodge frequency (the reload/Heal-Clip engine). Super matters because Star-Eater wants the Super up often; Orbs cover the rest.

Mods:

Archetypes: a Weapons/Super piece (Star-Eater wants Super; Weapons is the build) plus Gunner/Class-leaning pieces. Set bonus is garnish — slot one only if the rolls already carry Weapons 200.

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 (8/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (5/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1eReduces 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).