✓ 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
Slot
Pick
Why
Subclass
Gunslinger (Solar Hunter)
Radiant, Scorch and ignition verbs all feed Mythoclast's new Solar ignition kit.
Super
Golden Gun: Marksman
On-theme priority deletion; Mythoclast handles the adds while Golden Gun handles the orange bar.
Class ability
Marksman's Dodge
The 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.
Movement
Strafe Jump
Tightest mid-air control for holding a firing line while the gun does the work.
Melee
Knife Trick
Solar melee → Scorch and ignition seed, plus a Radiant trigger via Ember of Torches.
Grenade
Healing Grenade
Pure sustain; the gun is the damage. Swap to Tripmine if you want more ignition seed.
Aspect 1
On Your Mark
Class-ability or precision hits stack reload + Weapons stat ×10 → more PvE weapon damage straight onto Mythoclast, and Cure at max stacks.
Aspect 2
Knock 'Em Down
Enhances Golden Gun (Marksman duration) and, while Radiant, refunds Throwing Knife melee on kills — keeping the Solar-verb economy rolling.
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.
Weapons
Kinetic 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
Ember of Torchespowered-melee hit → Radiant for you and allies — the Radiant source
Ember of Ashes+50% Scorch stacks applied → faster ignitions off Mythoclast
Ember of Charignitions spread Scorch → chain ignitions across a pack
Ember of EmpyreanSolar weapon/ability kills extend Radiant + Restoration — a Solar gun is the extender
Ember of Singeingclass-ability regen on Scorch → more dodges → more On Your Mark
Why it works (the mechanics)
Mythoclast is a Primary that plays like your main gun. As a Primary it never competes for Special or Heavy bricks, and the intrinsic's timeline-refill means it never reloads either. You hold the trigger and it stays loaded off landed hits — removing the two biggest frictions of a sustained-damage exotic (ammo economy and reload downtime) at once.
Foetracer is an element-matched damage loop. Tag a powerful target with a Solar ability (Knife Trick, grenade, Golden Gun) → all your Solar weapons gain a damage buff → Mythoclast is Solar → kill the marked target with Solar → spawn an Elemental pickup. Mythoclast fires constantly, so the buff is up constantly and the pickup loop sustains itself. The helmet buffs the gun by element, which is exactly the gun in your hands.
The 9.7.0 ignition rework makes Solar the only correct subclass. Mythoclast now ignites, and ignitions want Scorch. Ember of Ashes front-loads Scorch (+50% stacks applied), the gun's rapid full-auto bolts stack it fast, and Ember of Char spreads each ignition's Scorch to the rest of the pack → chain ignitions. That's a Primary fusion clearing rooms with Solar AoE, not just single-target DPS.
Four independent multipliers stack on one trigger-pull. Radiant (a flat weapon-damage multiplier, sourced off Ember of Torches), Foetracer's same-element buff, the catalyst's sustained-fire buff, and On Your Mark's Weapons-stat stacks are all separate; the gun procs the weapon-side ones by simply being fired and the subclass procs the buff-side ones by simply being played.
On Your Mark double-dips the 9.7.0 Weapons stat. Precision hits — which Mythoclast lands in volume — stack Weapons stat ×10 for bonus PvE weapon damage (and reload speed, irrelevant here, so it reads as pure damage), and final blows at ten stacks Cure you for sustain.
The economy is self-feeding with no babysitting. The gun never reloads and never starves (intrinsic), Radiant refreshes off Solar kills (Empyrean), dodge refreshes off Scorch (Singeing), Foetracer's buff refreshes off ability tags, and ignitions spread themselves (Char). You aim, and the systems top each other up.
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:
Boots: Solar Weapon Surge ×2–4 (straight onto Mythoclast and the Solar Heavy).
Arms: Loader mods are wasted (no reload) — take Grenade/Melee Kickstart or Ashes to Assets for ability uptime.
Chest: Concussive Dampener / Solar resist for GM survivability behind Restoration.
Class item: Bomber / Distribution to keep dodge and Golden Gun turning over.
Surge: Solar Weapon Surge — the entire kit is Solar.
Anti-Champion: sourced from the artifact (see below) — the gun carries no intrinsic stun.
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.
Fever And Chill turns rapid Solar hits into Radiant, so Mythoclast self-sources the build's central buff without leaning on melee alone.
Kindling Trigger makes Radiant Solar weapons apply Scorch, front-loading the ignitions that the whole build is chasing.
Revitalizing Blast ignites a Champion when you stun it and clears your shield-stun — the in-element Champion answer.
Anti-Champion Nosecone adds extra Champion damage for the Solar Heavy rocket, backing up the artifact's stun.
Unraveling Orbs pays off the Orbs the Solar siphon and Golden Gun spit out.
Rays of Precision ignites on Radiant Solar precision kills — the exact Scorch/ignite payoff Mythoclast's precision full-auto bolts produce.
Argent Ordnance spends Armor Charge for rocket damage, fuelling the Solar Heavy's burst.
Where it shines
Mid-tier PvE (Strikes, Vanguard Ops, patrol, Nightfalls up to Legend): a no-reload Primary that clears packs with chain ignitions and never runs dry is a best-in-slot main weapon.
Add-dense GMs / −30/−40 content: continuous uptime + ignition chains + Radiant + Foetracer keep it effective where sustained-damage guns usually fade; Restoration/Cure (On Your Mark / Empyrean) covers the survivability tax.
Champion coverage — FLAG: `weapon_facts.json` records no intrinsic Champion breaker for Mythoclast, and its encyclopedia entry lists no "Strong against [Champion]" tag. Treat the gun as carrying no intrinsic Champion stun. Cover Champions with the artifact (Revitalizing Blast / Anti-Champion Nosecone stun in-element) and with Golden Gun for the seasonal Unstoppable-by-Super path; bring a Special/Heavy whose archetype covers whatever the activity throws.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Melee Kickstart1e
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Utility Kickstart3efill
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 Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your 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)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
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).