Centerpiece: Touch of Malice (Scout Rifle · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Infinite-ammo primary engine that outheals its own life tax Sandbox: 9.7.0 · Updated 2026-07-03
Touch of Malice never reloads — its last round draws from your own life force, hits like a truck, and refills itself. The whole gun is a deal: trade health for a bottomless mag of bonus-damage shots. So stop fighting the cost and drown it — Solar Restoration ticks health back faster than the final round chips it away, so you hold the trigger forever. The fantasy is the bargain made free: bleed and never die.
The weapon
Exotic intrinsic — verbatim from `exotics.md`:
Touch of Malice: The final round in the magazine deals bonus damage, drawing from the wielder's life force, and then regenerates itself. Defeating powerful combatants or multiple targets rapidly restores health.
The last bullet in the mag does not deplete — it costs a sliver of your health per shot but regenerates itself, so this is a primary you never reload and whose self-sustaining final round deals bonus damage. Kills of powerful combatants or rapid multikills heal you back, partially repaying the tax. The catalyst layers a precision-damage ramp that climbs the longer you keep the trigger on a target — which is exactly how you hold the bottomless final round. The two effects compound: never reloading means uninterrupted sustained fire, which means the Precision Instrument ramp never resets. Wrap it in a Solar heal loop and the downside evaporates: you camp the final round on a champion and let the damage climb while Restoration refills the blood you spend.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Restoration + Cure are HoT/burst heals that out-tick ToM's life drain — the only element that lets you camp the final round indefinitely.
Super
Golden Gun: Marksman
On-theme precision burst; pairs with the Solar kill loop. Swap to Blade Barrage for add-clear if preferred.
Class ability
Marksman's Dodge
The reload is irrelevant to ToM, but the dodge is the Wormhusk Cure trigger — an instant top-up between trigger-holds.
Movement
Triple Jump
Maximum aerial control to reposition while camping the final round on a priority target.
Melee
Lightweight Knife
A Solar melee that feeds the heal loop and, via Ember of Torches, procs Radiant on precision hits.
Grenade
Healing Grenade
Cure + Restoration on demand — the panic button that erases the self-damage when a multikill heal doesn't land.
Aspect 1
On Your Mark
Precision hits grant a stacking Weapons-stat + reload buff → PvE weapon damage on top of the catalyst ramp. ToM is pure precision uptime.
Aspect 2
Gunpowder Gamble
Kills charge a Solar explosive → ignitions for add-density; manufactures the rapid multikills that trigger ToM's heal.
Fragments
Empyrean · Solace · Torches · Benevolence
Extend and stack the Restoration/Radiant layer that pays ToM's blood tax (see below).
Exotic armour
Wormhusk Crown (Helmet)
Every Marksman's Dodge grants Cure; Burning Souls scales that dodge-heal up with your Solar kill count — the floor under the whole heal loop.
Weapons
Solar Special + Solar Heavy (e.g. Ember of Torches–agnostic Special of choice + a Heavy DPS option)
ToM holds the primary slot forever; the other two slots keep the Solar kills flowing for Empyrean/Benevolence and cover Barrier/Overload champions.
Fragments
Ember of EmpyreanSolar kills extend Restoration and Radiant up to a 15s max — ToM is Kinetic, so feed this off melee / Golden Gun / Gunpowder ignitions
Ember of SolaceRestoration and Radiant last 50% longer — the heal has to outlast the trigger-hold
Ember of Torchespowered-melee precision → Radiant, +25% weapon damage stacking with the catalyst
Ember of Benevolencegranting Solar buffs to allies boosts ability regen — recharges the dodge that feeds Wormhusk
Why it works (the mechanics)
Restoration out-ticks the tax. ToM's final round drains a fixed sliver per shot; Restoration is a heal-over-time. Keep Resto live (Healing Grenade → Empyrean/Solace extending it off Solar kills) and your health rises while you hold a bottomless bonus-damage mag. The gun's downside becomes a non-event.
Never reloading = the catalyst never resets. Precision Instrument ramps on sustained damage. ToM's self-regenerating final round means you never break fire to reload, so the precision ramp climbs uninterrupted on a priority target — the longer the boss/champion lives, the harder ToM hits it.
On Your Mark compounds the weapon-damage stack. It grants a stacking Weapons-stat + reload buff off precision hits; ToM is a precision rifle held permanently, so you sit at max stacks. Weapons-stat weapon damage stacks on top of the catalyst ramp and Radiant — three multiplier sources from just landing headshots.
The multikill heal is a real sustain pillar, not a footnote. "Defeating powerful combatants or multiple targets rapidly restores health" is a chunk heal. Gunpowder Gamble ignitions and ToM's own add-clear manufacture the rapid multikills that trigger it, so the weapon partially self-funds its own cost.
Wormhusk is the floor under all of it. When Resto lapses or a heal doesn't land, Marksman's Dodge is a Cure on a leash — and Burning Souls makes that dodge-heal scale with your Solar kill count. Worst case: you dodge, get Cured, and walk it off. There is no death-by-self-damage failure state.
Radiant stacks the same trigger-pull. Ember of Torches (precision melee) → Radiant = +25% weapon damage; with Resto already up, Ember of Empyrean keeps both Radiant and Resto alive off Solar kills. One Solar kill refreshes offence (Radiant) and defence (Resto) at once.
Stats & mods
Weapons 200 → Health → Class. Weapons because the build is 90% gunplay and the stat compounds with the catalyst / On Your Mark / Radiant stack; Health for a fat buffer the Resto tops off (it is not the dump stat here — the whole point is having health to spend on the final round); Class to keep the Wormhusk-Cure dodge online. Archetype lean: Powerhouse (Weapons/Super) or Gunner pieces, with a Specialist piece for Class.
Mods:
Boots: Kinetic Weapon Surge ×2 (surge matches ToM's Kinetic element for a direct damage boost) · Orbs of Restoration.
Arms: Scout Rifle Loader is wasted (ToM never reloads) → run Heavy/Special Finisher or Melee Font instead · Momentum Transfer.
Chest: Solar Resistance + flat Resist mods — extra DR under the Resto layer.
Class item: Reaper (dodge → next kill spawns an Orb) · Bomber/Outreach to keep the dodge — and its Cure — recharging.
Surge: Kinetic Weapon Surge (ToM is Kinetic — Kinetic surge is the correct element).
Anti-Champion: ToM breaks no champion on its own; the artifact's Energy Acceleration (a chosen Tier 2 pick) is Strong against Unstoppable. Bring Barrier/Overload on your other two weapon slots or via the activity's champion mods.
Artifact — Implement of Curiosity
ToM is a Kinetic Scout Rifle on a Solar subclass, and this pool pays both halves: Scout-Rifle Armor Charge generation feeds the Kinetic Siphon/Orb economy while the Solar mods carry the Radiant theme, and it covers Unstoppable directly so ToM's never-reload final round can sit on a champion.
Picks (2/3/2):
Tier 1: Semi-Auto Striker · Fever and Chill
Tier 2: That Fresh Bullets Smell · Energy Acceleration · Cauterized Darkness
Tier 3: Radiant Shrapnel · Elemental Overdrive
Semi-Auto Striker generates Armor Charge from rapid Scout/Bow/Sniper precision shots — ToM is a Scout held at full precision uptime, so it feeds the Armor Charge economy for free.
Fever and Chill grants Radiant on rapid Solar-weapon precision hits, reinforcing the Ember-of-Torches Radiant layer (route it through your Solar Special/Heavy since ToM itself is Kinetic).
That Fresh Bullets Smell buffs Kinetic weapon damage on ammo-brick pickup — a direct ToM damage boost.
Energy Acceleration emits a Kinetic shockwave on sustained damage and is Strong against Unstoppable — the build's single-champion answer while camping the final round.
Cauterized Darkness amps Solar damage against Stasis/Strand-debuffed non-bosses, compounding with the catalyst ramp on your Solar off-weapons.
Radiant Shrapnel releases Solar projectiles on sustained damage while Radiant — pays off the always-on Radiant the build maintains — and Elemental Overdrive grants same-element weapon damage on Elemental pickups, stacking with the Siphon/Orb loop.
Where it shines
Sustained-DPS targets: the catalyst ramp + no reload makes ToM a premium primary damage option against bosses/minibosses that out-live a normal mag — it never stops climbing.
Grandmaster / -30/-40 content: the selling point is survivability while never stopping fire. Resto + Wormhusk Cure + multikill heals = three heal sources covering the self-damage, so you hold offensive pressure where other primaries force you behind cover to reload and reset.
Endless-add activities: ToM never reloads and Gunpowder ignitions chain multikills → constant heal procs. The gun feeds its own loop.
Champion coverage: ToM is champion `null` — it breaks nothing intrinsically. The artifact's Energy Acceleration (a chosen Tier 2 pick) is Strong against Unstoppable; for Barrier and Overload bring an anti-champion weapon in the other two slots (or the activity's seasonal champion mods).
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 (4/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Chest (7/10)
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Reaper1e
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).