Weapon: Tarrabah (Submachine Gun · Primary · Solar) · Subclass: Gunslinger · Role: Solo-survivable scorch/ignition shredder — feed the Beast, never swap off it Sandbox: 9.7.0 · Created 2026-06-16
Tarrabah is the one gun that punishes you for weapon-swapping. Ravenous Beast only charges while it's in your hands, drains the instant you holster, and the Beast itself reduces incoming Solar damage. So you don't build a rotation around a second gun — you build a Solar Hunter whose abilities do everything (scorch, ignite, invis, heal) so the trigger never leaves Tarrabah. Charge it on the trash, unleash on the orange, and the catalyst keeps the mag overflowing.
Ravenous Beast (verbatim): "This weapon stores power when dealing or receiving damage; defeating combatants or dealing damage to Scorched combatants grants increased progress. [Alternate Weapon Action]: Unleashes the beast when full, increasing outgoing damage and reducing incoming Solar damage."
Catalyst — Ambitious Assassin (verbatim): "Overflows the magazine based on the number of rapid kills before reloading." (Per `docs/knowledge/`: Ravenous Beast tuning also gives +33% charge progress from damaging Scorched combatants — the catalyst and the perk both reward a scorch-heavy kit.)
What it does in practice: hold the trigger on adds to fill the Beast meter (damage dealt and taken both count, and Scorched targets count for more). Hit [Alternate Weapon Action] at full → a damage-boost window where incoming Solar is reduced (huge in Solar-burn content). Ambitious Assassin overflows the mag off rapid kills so the unleashed window doesn't end on an empty mag. The whole gun is built to stay equipped — every design choice below protects that.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Scorch engine feeds Ravenous Beast's Scorched-target bonus; Solar weapon synergy. | |
| Super | Off-gun panic/priority delete; Knock 'Em Down extends it. (Nighthawk-free — the Pants/gun is the build.) | |
| Class ability | Reloads Tarrabah on dodge — reload without holstering, the one safe "swap-free" refill. | |
| Melee | Scorch + precision-kill Radiant; the ability that does damage for you so the gun stays up. | |
| Grenade | (charge) Gunpowder Gamble aspect, else Tripmine | Gunpowder's [Grenade] is a shoot-to-ignite Solar bomb — ignition scorches a whole pack to feed the Beast. |
| Aspect 1 | Add kills charge an improvised Solar explosive; shoot it mid-air → ignition → mass scorch → Beast progress + catalyst +33%. | |
| Aspect 2 | Precision hits (Tarrabah is a hipfire-friendly SMG, but ADS crits stack) grant Weapons stat ×10; ×10 final blows |
Vanishing Execution: "Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored."
The chosen exotic because Tarrabah forbids weapon-swapping. The single biggest problem with a "never holster" gun is you have no panic option — no shotgun swap, no special-ammo reset. Assassin's Cowl makes your melee the reset: Knife Trick final blow → invis (drop aggro, reposition, let the Beast meter ride) + a heal that refills the health you spent taking damage to charge the Beast. It closes the only hole in a one-gun playstyle without ever asking you to leave the gun.
Weapons 200 → Health 100+ → Class → Melee. Weapons maxes Tarrabah's PvE damage and stacks with On Your Mark; Health because the build invites incoming damage to charge the Beast; Class for Dodge uptime (the only no-holster reload); Melee for Knife Trick / Cowl invis cadence.
Mods: SMG Loader + SMG Scavenger (reserves matter on a one-gun build), Solar Weapon Surge ×2 on boots (≈+17% straight onto Tarrabah), Heavy/Special Finisher (Cowl wants finishers on majors for the longer invis/heal), Font of Endurance/Restoration as filler. Anti-flinch helps since you hold the trigger through incoming fire.
Archetypes to chase: Powerhouse / Gunner pieces (Weapons + Super/Class), +Weapons stat tuning over Health.
| 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: Font of Endurance/Restoration as filler. Anti-flinch helps since you hold the trigger through incoming fire.