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Solar

Touch of Malice — Bloodletter (Hunter)

Infinite-ammo primary engine that outheals its own life tax
Touch of Malice on light.gg
✓ Manifest Kinetic · Primary · 260 RPM · No intrinsic champion

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.

Catalyst — verbatim from `catalysts.md`:

Precision Instrument: Dealing sustained damage increases precision damage.

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

SlotPickWhy
SubclassGunslinger (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.
SuperGolden Gun: MarksmanOn-theme precision burst; pairs with the Solar kill loop. Swap to Blade Barrage for add-clear if preferred.
Class abilityMarksman's DodgeThe reload is irrelevant to ToM, but the dodge is the Wormhusk Cure trigger — an instant top-up between trigger-holds.
MovementTriple JumpMaximum aerial control to reposition while camping the final round on a priority target.
MeleeLightweight KnifeA Solar melee that feeds the heal loop and, via Ember of Torches, procs Radiant on precision hits.
GrenadeHealing GrenadeCure + Restoration on demand — the panic button that erases the self-damage when a multikill heal doesn't land.
Aspect 1On Your MarkPrecision hits grant a stacking Weapons-stat + reload buff → PvE weapon damage on top of the catalyst ramp. ToM is pure precision uptime.
Aspect 2Gunpowder GambleKills charge a Solar explosive → ignitions for add-density; manufactures the rapid multikills that trigger ToM's heal.
FragmentsEmpyrean · Solace · Torches · BenevolenceExtend and stack the Restoration/Radiant layer that pays ToM's blood tax (see below).
Exotic armourWormhusk 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.
WeaponsSolar 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

Why it works (the mechanics)

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:

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):

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 (4/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Chest (7/10)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Reaper 1eShortly 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).