Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Primary · 340 RPM · No intrinsic champion
Centerpiece: Red Death Reformed (Pulse Rifle · Primary · Solar) · Subclass: Gunslinger · Role: Self-healing primary engine — the gun pays the medical bill so the whole kit is spent on damage and radiant Sandbox: 9.7.0 · Updated 2026-07-03
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 remnant for the team. So you build a Solar Gunslinger that only spends its kit on damage and radiant, because the weapon has already covered survival. Every fragment that would normally buy sustain gets re-spent on offence, and the gun's cure stacks on top of restoration for a survivability floor that asks the build for nothing.
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 Solar pulse that turns your trigger finger into a heal button. Redemption applies cure to you on every final blow and ramps reload speed; a kill immediately followed by a reload sprays cure to nearby allies. On top of that, the catalyst charges from final blows, and the charged kill drops a healing burst plus a restoration remnant — a persistent heal-station for the fireteam. So the gun self-sustains on minors (a steady stream of cures) and drops team healing on the charged kill, all from primary ammo you'd be firing anyway. The trade: it's a primary pulse, so raw boss DPS is unremarkable. What it buys is the removal of "stay alive" from every other slot in the loadout.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant and 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 its duration.
Class ability
Marksman's Dodge
Reloads on dodge, which triggers Redemption's ally cure (reload after a kill) on demand.
Movement
Triple Jump
Extra mid-air correction to reposition between kills and keep the heal stream going; swap to preference.
Melee
Lightweight Knife
Precision knife kill grants radiant via Ember of Torches and, while radiant, Knock 'Em Down fully refunds its energy — a near-free loop.
Grenade
Healing Grenade
Free radiant/cure topper, but the gun does the real sustaining; swap to Tripmine if you want a burst option.
Aspect 1
On Your Mark
"Activating your class ability or landing precision hits grants you and nearby allies increased reload speed and Weapons stat for a short duration. Stacks ten times." Red Death lands precision hits by design, so it stacks Weapons ×10 just by shooting.
Aspect 2
Knock 'Em Down
"Your Solar Supers are enhanced… Marksman Golden Gun has increased duration… While radiant, final blows with your equipped Throwing Knife fully refund your melee energy." Feeds both the Super and the free-melee loop.
Fragments
Tempering · Empyrean · Solace · Torches
Health-on-kill, self-perpetuating heals, longer buff duration, and the radiant melee trigger.
Exotic armour
Star-Eater Scales (Legs)
"While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage." Turns the orb flood into an overcharged, healing Golden Gun — filling the one damage gap a primary build has.
Weapons
Solar Special + Heavy (MG / rocket)
A Solar Special double-dips Ember of Tempering/Empyrean off its kills; the Heavy supplies the boss burst the primary pulse can't.
Fragments
Ember of Tempering · Ember of Empyrean · Ember of Solace · Ember of Torches
Why it works (the mechanics)
The gun removes sustain from the build budget. Redemption cures you on every final blow and the catalyst adds a restoration burst plus a remnant. That's two healing verbs (cure and restoration) running off normal trigger-pulls, so the Solar kit's fragments and grenade — which would usually buy survivability — are all re-spent on offence and radiant. The survivability floor becomes "did I kill something," and a primary kills constantly.
Cure and restoration stack, not overlap. Cure is a one-shot instant heal; the catalyst's restoration is a heal-over-time. Running both off the same weapon means you take a hit, eat the cure on the next kill, and stand in the restoration remnant — a survivability floor that needs no ability cooldown.
Ember of Empyrean makes the heals self-perpetuating. "Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you." Red Death is a Solar weapon that kills continuously, so the catalyst's restoration and your radiant refresh toward their cap while you shoot — the gun feeds its own healing window (extended up to the 15-second maximum per Clarity).
On Your Mark double-dips the 9.7.0 Weapons stat. Precision hits — which Red Death lands by design — stack the Weapons stat ×10 for a flat PvE weapon-damage increase on top of Solar surge mods. The pulse's biggest weakness, mediocre primary damage, is partly bought back just by landing the precision hits you're already landing.
Knock 'Em Down plus Lightweight Knife is a near-free melee loop. A precision knife kill grants radiant via Ember of Torches; while radiant, knife final blows fully refund melee energy. The knife keeps you radiant (a weapon-damage buff that stacks with everything above) at almost no energy cost, and Empyrean keeps that radiant alive off gun kills.
Star-Eater Scales turns the orb flood into Super uptime plus a heal. The build makes orbs constantly (Solar kills, finishers, Super). Star-Eater overcharges a full Super from orbs — the cast then grants a burst of healing plus bonus Super damage (up to +70% at 6 stacks, restoring 200 HP), with an overshield at max. So the one damage gap a primary build has — boss and priority burst — is filled by an overcharged Marksman Golden Gun that also heals on cast, on-theme with the whole medic identity.
Stats & mods
Weapons 200 → Health → Class. Weapons is the dump-everything 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 next because, despite all the healing, a primary build wants a larger pool to survive long enough for the next kill's cure. Class feeds Marksman's Dodge uptime — the on-demand ally-cure reload. Archetype lean: Gunner / Powerhouse pieces that favour Weapons, with any spare rolls into Class.
Mods:
Boots: Solar Weapon Surge ×2–3 (straight onto Red Death and the Solar Special).
Arms: Pulse Rifle Loader (backs up Redemption's reload ramp between kills).
Chest: resist mods to preference (Concussive Dampener / elemental resist) — the healing covers the rest.
Class item: Bomber / Outreach plus Orbs of Restoration to backfill Marksman's Dodge.
Surge: Solar Weapon Surge — one element covers both the primary and the Special.
Anti-Champion: none intrinsic to the weapon — lean on the artifact (Energy Acceleration → Unstoppable) and Golden Gun; slot artifact anti-Barrier/Overload as the activity demands.
Artifact — Implement of Curiosity
A Solar Gunslinger that wins by landing precision hits — exactly what this artifact rewards. Fever and Chill turns Red Death's stream of precision hits into free Radiant (no fragment spent), the Solar mods feed the surge/cure loop, and Energy Acceleration supplies the Unstoppable coverage the weapon has no intrinsic answer for.
Picks (2/3/2):
Tier 1: Fever and Chill · Elemental Benevolence
Tier 2: Cauterized Darkness · Energy Acceleration · Elemental Coalescence
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill makes rapid Solar precision hits grant Radiant — the gun's core action becomes a Radiant engine, freeing a fragment slot.
Elemental Benevolence returns class-ability energy for granting allies buffs; the medic loop cures and radiants allies, so it backfills Marksman's Dodge.
Cauterized Darkness adds Solar damage against debuffed targets, clawing the primary pulse's damage up.
Energy Acceleration covers Unstoppable champions — the weapon breaks no champion on its own, so this is the anti-champion backbone.
Elemental Coalescence ties the Solar Super element into Elemental pickups, feeding the buff and orb economy Star-Eater lives on.
Radiant Shrapnel and Elemental Overdrive pay off the near-permanent Radiant uptime and drop Solar pickups that boost Red Death and the Solar Special directly.
Where it shines
Solo / GM-tier survivability content: the gun is a portable medkit. You can push into rooms a normal primary build can't, because every kill heals you and the catalyst leaves a heal-station — ideal for solo flawless and GM ad-clear where dying to chip damage is the failure mode.
Fireteam support: reloading after kills cures allies and the catalyst remnant is a restoration puddle — you're the medic without spending a Super or grenade slot on it.
Champion coverage: the weapon breaks no champion intrinsically (Primary Solar pulse, no champion trait in the manifest). Bring Unstoppable from the artifact's Energy Acceleration, cover Barrier/Overload with artifact anti-champion mods or a Special/Heavy that carries the stun, and use Golden Gun on priority targets. The healing keeps you alive through every shield-down window.
Weak spot: raw boss DPS. Red Death is a primary pulse; lean on the Heavy and an overcharged Marksman Golden Gun (Star-Eater + Knock 'Em Down) for burst.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Utility Kickstart3efill
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 Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
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)
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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 Special. - **Anti-Champion:** none intrinsic to the weapon — lean on the artifact (Energy Acceleration → Unstoppable); Golden Gun; slot artifact anti-Barrier/Overload as the activity demands.