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Solar

Red Death Reformed — Field Medic (Hunter)

Self-healing primary engine + Barrier champion stun, no grenade/heal slot spent on sustain
✓ Manifest Solar · Primary · 340 RPM · No intrinsic champion

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.

The weapon

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.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant + restoration verbs stack with the gun's cure; Solar surge feeds Red Death's damage.
SuperGolden Gun: MarksmanBurst priority-target deletion the primary pulse can't do alone; Knock 'em Down extends it.
Class abilityMarksman's DodgeReloads on dodge → triggers Redemption's ally cure (reload after a kill) on demand.
MeleeLightweight KnifePrecision kill → Radiant via Ember of Torches isn't needed; the knife is the precision-kill radiant + Weapons stacking trigger.
GrenadeHealing GrenadeFree — but mostly a radiant/cure topper; the gun does the sustaining. (Swap to Tripmine if you want a champion finisher.)
Aspect 1On Your Mark"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 2Knock 'Em Down"While radiant, final blows with your equipped Throwing Knife fully refund your melee energy." + enhanced Marksman Golden Gun duration.
Fragments (4)

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:

Why this works (the mechanics)

Stats & mods

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.

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 Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
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.
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: the Solar Special); font mods (Class) to backfill Marksman's Dodge.