Weapon: Red Death Reformed (Pulse Rifle · Primary · Solar) · Subclass: Gunslinger · Role: Self-healing primary engine + Barrier champion stun, no grenade/heal slot spent on sustain Sandbox: 9.7.0 · Created 2026-06-16
Kill anything with the gun and you're already healed — that's the whole pitch. Red Death Reformed cures you on every final blow and the catalyst leaves a restoration puddle for the team. Build a Solar Gunslinger that only spends its kit on damage and radiant, because the weapon has already paid your medical bill. Every fragment that would normally buy sustain gets re-spent on offence, and the weapon's cure stacks on top of restoration for a survivability floor that doesn't ask the build for anything.
Intrinsic — Redemption: "Final blows with this weapon cure you and increase reload speed; reloading after final blows cures nearby allies."
Catalyst — Helping Hand: "Final blows charge this weapon. When the weapon is charged, the next final blow creates a healing burst at your location and leaves a remnant behind that provides restoration to allies."
A 340-RPM
Adaptive Frame Solar pulse. Redemption means every kill applies
cure to you and ramps reload; a kill followed by a reload sprays cure to allies. The catalyst layers a periodic restoration burst + a persistent remnant puddle on top of the per-kill cure. So the gun self-sustains on minors (steady stream of cures) and drops a fireteam heal-station on the charged kill — all from a primary-ammo weapon you'd be firing anyway. The cost: it's a primary pulse, so its raw DPS is unremarkable; the value is that it removes "stay alive" from the rest of the loadout entirely.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Gunslinger (Solar) | Radiant + restoration verbs stack with the gun's cure; Solar surge feeds Red Death's damage. |
| Super | Golden Gun: Marksman | Burst priority-target deletion the primary pulse can't do alone; Knock 'em Down extends it. |
| Class ability | Marksman's Dodge | Reloads on dodge → triggers Redemption's ally cure (reload after a kill) on demand. |
| Melee | Lightweight Knife | Precision kill → Radiant via Ember of Torches isn't needed; the knife is the precision-kill radiant + Weapons stacking trigger. |
| Grenade | Healing Grenade | Free — but mostly a radiant/cure topper; the gun does the sustaining. (Swap to Tripmine if you want a champion finisher.) |
| Aspect 1 | "Activating your class ability or landing precision hits grants you and nearby allies increased reload speed and Weapons stat… Stacks ten times." Red Death is a precision weapon → stacks Weapons stat ×10 just by shooting. | |
| Aspect 2 | "While radiant, final blows with your equipped Throwing Knife fully refund your melee energy." + enhanced Marksman Golden Gun duration. |
Exotic armour — Caliban's Hand is not the pick here; see "Why this works." The exotic is
Star-Eater Scales (Legs) — see below.
Other two weapon slots:
Weapons 200 → Health 100+ → Class. Weapons is the dump-everything-into stat: it raises PvE weapon damage and stacks with On Your Mark's ×10 and radiant to claw the primary pulse up to relevance. Health 100+ because, despite all the healing, a primary build wants the larger health pool to survive long enough for the next kill's cure. Class feeds Marksman's Dodge uptime (the on-demand ally-cure reload).
Archetypes: Powerhouse / Gunner-primary pieces (Weapons-favoured), anything pushing Weapons + Class. Mods: Pulse Rifle Loader / Scavenger, Solar Weapon Surge ×2+ on boots (straight onto Red Death and the Solar Special), Orbs of Restoration, Heavy/Special Finisher, and font mods (Class) to backfill Marksman's Dodge.
Set bonuses are garnish, not a driver. If your rolls already carry Weapons/Health, a Solar-flavoured 4pc is fine; never chase one over the stat spread above.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Solar Siphon 3e fill | Rapid Solar weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (6/10) | Solar Resistance 2e fill | Reduces incoming Solar damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Solar Scavenger 1e | Solar weapons get bonus reserves when picking up ammo used by that weapon. |
| Solar Weapon Surge 1e | Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Solar Weapon Surge 1e | Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Class Item (3/10) | Special Finisher 1e | Finishers generate Special ammo for the whole fireteam. |
| Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Bomber 1e fill | Reduces 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: the Solar Special); font mods (Class) to backfill Marksman's Dodge.