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Solar

Vex Mythoclast — Timeless Engine (Solar Hunter)

Infinite-uptime full-auto primary that ignites and never reloads
Vex Mythoclast on light.gg
✓ Manifest Solar · Primary · 400 RPM · No intrinsic champion

Centerpiece: Vex Mythoclast (Fusion Rifle · Primary · Solar) · Subclass: Gunslinger (Solar) · Role: Infinite-uptime full-auto primary that ignites and never reloads Sandbox: 9.7.0 · Updated 2026-07-03

A fusion rifle that shoots full-auto bolts like an auto rifle and refills its own magazine from across timelines the instant it empties — so it never reloads and, as a Primary, never starves for ammo. 9.7.0 bolted Solar ignition onto it, which becomes the whole build: make yourself Radiant, stack Scorch, ignite, and let Gunslinger's Solar verbs feed a gun that already feeds itself. The fantasy is a gun you pick up, hold the trigger on, and never put down.

The weapon

Timeless Mythoclast (intrinsic): "This weapon fires singular bolts in full auto. When the magazine is emptied, ammo is pulled from across timelines to refill it based on the number of shots landed."

Catalyst — Calculated Balance: "While in full auto mode, final blows or rapid hits with this weapon grant bonus damage, accuracy, and stability for a short duration."

What it does: Mythoclast is a Primary-ammo fusion that doesn't fire a bolt-charged burst — it fires single full-auto bolts, so it handles like a Solar auto rifle that hits like a fusion. Being a Primary, it draws from an infinite ammo reserve; the intrinsic's "refill from landed shots" means accurate fire tops the magazine back up without ever spending a reload animation, so uptime is effectively continuous as long as you're landing hits. The catalyst layers a ramping damage/accuracy/stability buff onto sustained fire, so the longer you hold the trigger on a target the harder and tighter the gun shoots. The 9.7.0 rework added Solar ignition behaviour, turning a flat-DPS gun into a Scorch/ignite engine — which is why it wants a Solar subclass underneath it, not just any element surge.

Loadout

SlotPickWhy
SubclassGunslinger (Solar Hunter)Radiant, Scorch and ignition verbs all feed Mythoclast's new Solar ignition kit.
SuperGolden Gun: MarksmanOn-theme priority deletion; Mythoclast handles the adds while Golden Gun handles the orange bar.
Class abilityMarksman's DodgeThe reload roll is redundant here (the gun self-loads), so take it for the precise reposition and to proc On Your Mark's class-ability trigger.
MovementStrafe JumpTightest mid-air control for holding a firing line while the gun does the work.
MeleeKnife TrickSolar melee → Scorch and ignition seed, plus a Radiant trigger via Ember of Torches.
GrenadeHealing GrenadePure sustain; the gun is the damage. Swap to Tripmine if you want more ignition seed.
Aspect 1On Your MarkClass-ability or precision hits stack reload + Weapons stat ×10 → more PvE weapon damage straight onto Mythoclast, and Cure at max stacks.
Aspect 2Knock 'Em DownEnhances Golden Gun (Marksman duration) and, while Radiant, refunds Throwing Knife melee on kills — keeping the Solar-verb economy rolling.
FragmentsTorches · Ashes · Char · Empyrean · SingeingRadiant source + Scorch front-load + ignition spread + Radiant/Restoration extend + dodge regen.
Exotic armourFoetracer (Helmet)Relentless Tracker buffs same-element weapon damage on an ability tag — and Mythoclast is Solar, so it's buffing the gun you're already holding.
WeaponsKinetic Special (sniper / shotgun) + Solar Heavy (MG or rocket)Special covers burst DPS Mythoclast lacks; Solar Heavy matches the surge and pumps more Scorch into the ignition economy.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Mythoclast is the build, so Weapons is the priority dump — it directly buffs PvE weapon damage and stacks with On Your Mark. Health next for survivability behind Restoration/Cure; Class ~100 keeps Marksman's Dodge live for repositioning and On Your Mark procs.

Archetype lean: Gunner/Powerhouse pieces (Weapons + Super). Special Ammo Finder / Special Finisher are near-useless here (Mythoclast is a Primary and self-feeds), so spend those slots on damage and uptime instead.

Mods:

Artifact — Queensfoil Censer

The Solar-Radiant artifact, matched to a build whose whole loop is Radiant → Scorch → ignite: it turns Mythoclast's rapid Solar bolts into a Radiant/Scorch engine, ignites on precision kills, and stuns Champions in-element so the fusion (which carries no intrinsic stun) is still covered.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Ashes to Assets 3eGain bonus Super energy on grenade kills.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
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)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)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.
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 (5/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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).