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Solar

SUROS Regime — Bottomless Mag (Hunter)

Self-sustaining red-bar shredder + add-clear engine
✓ Manifest Kinetic · Primary · 600 RPM · No intrinsic champion

Weapon: SUROS Regime (Auto Rifle · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Self-sustaining red-bar shredder + add-clear engine Sandbox: 9.7.0 · Created 2026-06-16

SUROS pays you twice for emptying the mag: the bottom half hits harder, and kills in it heal you. So the whole build is a machine for keeping the mag bottomed-out and refilling on command. Speedloader Slacks turns every dodge into an instant full reload, On Your Mark ramps Weapons stat off the precision hits you're already landing, and Solar's heal verbs cover the gaps SUROS's own health-on-kill can't. Hold the trigger, dodge to top up, never stop firing.

The weapon

SUROS Legacy (exotic perk): "The bottom half of each magazine deals bonus damage and has a chance to return health on kill."

SUROS Ascendance (catalyst): "Increased chance for kills to regen health."

SUROS Regime is a Kinetic-slot Auto Rifle firing Primary ammo, so it's ammo-unconstrained — you can spray it forever. The exotic splits each magazine: the bottom half is the payload, dealing bonus damage and rolling for a health proc on every kill. The catalyst raises that proc chance, turning the bottom half into a self-healing sustain window. The implication for the whole build: you want to be in the bottom half as often as possible, and you want a way to refill the top half instantly so you can re-enter that window on demand instead of waiting out a normal reload. That refill is the build.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)On Your Mark ramps Weapons stat off SUROS's precision hits; Solar heal verbs backstop SUROS's own health-on-kill.
SuperGolden Gun: MarksmanOn-theme single-target delete for anything SUROS can't chew; precision kills make Orbs (feed Speedloader/On Your Mark uptime).
Class abilityMarksman's DodgeReload on dodge stacks with Speedloader's instant reload — and the dodge is what triggers Speedloader at all.
MeleeLightweight KnifePrecision-kill loop for Radiant via Ember of Torches/On Your Mark; cheap, keeps you shooting.
GrenadeHealing GrenadeRestoration on demand — the heal SUROS's RNG proc can't guarantee in a pinch.
Aspect 1On Your MarkPrecision hits (or class ability) grant +Weapons stat and reload ×10; max stacks give Restoration (9.7.0). SUROS feeds the stacks for free.
Aspect 2Knock 'Em DownMarksman Golden Gun gets increased duration; enhances the Super you'll lean on for champions/bosses.
FragmentsEmber of Torches, Ember of Empyrean, Ember of Solace, Ember of SingeingRadiant from melee (Torches) → Solar-weapon kills extend Radiant/Resto (Empyrean) → longer duration (Solace) → class-ability regen on scorch (Singeing) feeds the dodge.
Exotic armourSpeedloader Slacks (Legs)Dodge instantly reloads all weapons + reload/handling buff (×5 stacks); sustained damage grants class-ability energy — SUROS's constant fire refunds the dodge that refills SUROS.
Energy weaponA Solar Special (e.g. Solar shotgun/sniper)Keeps Empyrean's Radiant/Resto extension rolling and gives a burst option; matches the surge you'll run.
HeavyMachine Gun or a heavy of choiceBoss/heavy-major damage SUROS isn't built for; pick to match champion/surge needs.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class. Weapons is the priority: it scales SUROS's per-shot PvE damage and is exactly what On Your Mark piles onto. Health 100+ keeps you alive between heal procs; Class fuels the dodge that runs the whole loop (Speedloader + Marksman's Dodge + reload stacks).

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)Weapon Loader (faster reload) 3e
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 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: Font mods to hit the stat targets above. - **Stat tuning:** +Weapons / −(dump) tuning mods to push Weapons toward 200; trade Grenade or Super down since this build leans on the gun; not throws. - **Archetypes:** prioritise pieces favouring **Weapons** (and Class for the dodge) — e.g. Gunner/Powerhouse-style rolls.