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Solar

Touch of Malice — Bloodletter (Hunter)

Infinite-ammo primary engine that outheals its own life tax
✓ Manifest Kinetic · Primary · 260 RPM · No intrinsic champion

Weapon: 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 · Created 2026-06-16

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 is a heal-over-time that ticks faster than the final round chips you, so you hold the trigger forever; the catalyst pays sustained fire with ramping precision damage; Wormhusk turns every dodge into a top-up. The fantasy is the bargain made free: bleed and never die.

The weapon

Exotic perk verbatim — 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 — Precision Instrument: "Dealing sustained damage increases precision damage."

What it does: the last bullet in the mag does not deplete — it costs a sliver of your health per shot but regenerates, so the gun is a primary you never reload and which deals bonus damage on that self-sustaining shot. 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.

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 Knock 'Em Down for duration. Swap to Blade Barrage for add-clear if preferred.
Class abilityMarksman's DodgeReloads — irrelevant to ToM, but the dodge is the Wormhusk Cure trigger; instant top-up between trigger-holds.
MeleeKnife Trick / Lightweight KnifePrecision-kill → Radiant via Ember of Torches; any Solar melee feeds the heal loop.
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 stack reload + Weapons stat ×10 → PvE damage on top of the catalyst ramp. ToM is pure precision uptime.
Aspect 2Gunpowder GambleKills charge a Solar explosive → ignitions for add-density; keeps the multikill heals flowing without spending the grenade.
Fragments

Exotic — Wormhusk Crown (Helmet)

Activating your class ability grants Cure. Rapid [Solar] Solar final blows grant stacks of Burning Souls that increase Solar ability damage, increase the potency of Dodge's healing, and spreads the healing to nearby allies.

This is the cleanest "outheal the trigger" exotic in the game. Every Marksman's Dodge is an instant Cure burst — a guaranteed counter to a bad health-drain moment, on a short cooldown. Burning Souls then scales that dodge-heal up the more Solar kills you stack (Golden Gun, Gunpowder ignitions, melee), so the more you fight the harder the dodge heals. Wormhusk doesn't touch the weapon — it exists purely to make ToM's blood tax irrelevant, which is the whole build.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → 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; Class to keep the Wormhusk-Cure dodge online. Archetypes: Powerhouse (Weapons/Super) or Gunner pieces; Specialist for Class.

Mods, by piece:

Where it shines