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Solar

Red Death Reformed — Field Medic (Solar Hunter)

Self-healing primary engine — the gun pays the medical bill so the whole kit is spent on damage and radiant
Red Death Reformed on light.gg
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

SlotPickWhy
SubclassGunslinger (Solar)Radiant and 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 its duration.
Class abilityMarksman's DodgeReloads on dodge, which triggers Redemption's ally cure (reload after a kill) on demand.
MovementTriple JumpExtra mid-air correction to reposition between kills and keep the heal stream going; swap to preference.
MeleeLightweight KnifePrecision knife kill grants radiant via Ember of Torches and, while radiant, Knock 'Em Down fully refunds its energy — a near-free loop.
GrenadeHealing GrenadeFree radiant/cure topper, but the gun does the real sustaining; swap to Tripmine if you want a burst option.
Aspect 1On 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 2Knock '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.
FragmentsTempering · Empyrean · Solace · TorchesHealth-on-kill, self-perpetuating heals, longer buff duration, and the radiant melee trigger.
Exotic armourStar-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.
WeaponsSolar 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

Why it works (the mechanics)

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:

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):

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)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar 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.
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)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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.