← All builds
Solar

Vex Mythoclast — Timeless Engine (Hunter)

Infinite-uptime primary-feel Special that ignites and never reloads
✓ Manifest Solar · Primary · 400 RPM · No intrinsic champion

Weapon: Vex Mythoclast (Fusion Rifle · Special · Solar) · Subclass: Gunslinger (Solar) · Role: Infinite-uptime primary-feel Special that ignites and never reloads Sandbox: 9.7.0 · Created 2026-06-16

A Special fusion rifle that shoots full-auto bolts like a primary and refills its own magazine from across timelines the instant it empties — so it never asks for Special bricks and never reloads. 9.7.0 bolted Solar ignition onto it, which is the whole build: make it Radiant, make it Scorch, make it ignite, and let Gunslinger's Solar verbs feed a gun that already feeds itself. The fantasy is a Special weapon you treat like a primary 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 Special-ammo fusion that doesn't fire a bolt-charged burst — it fires single full-auto bolts, so it handles like a Solar auto/scout that hits like a fusion. The intrinsic's "refill from landed shots" means accurate fire keeps the mag topped without ever spending a reload or a Special brick — uptime is effectively infinite as long as you're landing hits. The catalyst layers a ramping damage/accuracy/stability buff on top of sustained fire, so the longer you hold the trigger on a target the harder and tighter it 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 + ignition verbs all feed Mythoclast's new Solar ignition kit.
SuperGolden Gun: MarksmanOn-theme priority deletion; Mythoclast handles the adds while GG handles the orange bar.
Class abilityMarksman's DodgeReload-on-dodge is wasted here (the gun self-loads) — take it for the precise reposition and to proc On Your Mark's class-ability trigger.
MeleeKnife Trick (or Lightweight Knife)Solar melee → Scorch/ignition + Radiant via Ember of Torches.
GrenadeHealing GrenadeSustain; the gun is the damage. Swap to Tripmine if you want more ignition seed.
Aspect 1On Your MarkClass ability / precision hits stack reload + Weapons stat ×10 → more PvE weapon damage straight onto Mythoclast, Restoration at max.
Aspect 2Knock 'em DownCure on Super cast + enhanced Golden Gun; keeps the Solar-verb economy rolling.
Fragments

Exotic armour: Foetracer (Helmet). Relentless Tracker: damaging a powerful combatant with an ability temporarily increases weapon damage of the same type; defeating that marked target with matching-element damage creates an Elemental pickup.

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class. Mythoclast is the build, so Weapons stat is the priority dump (it directly buffs PvE weapon damage and stacks with On Your Mark). Class ~100 keeps Marksman's Dodge available for repositioning + On Your Mark procs. Health 100+ for survivability behind Restoration.

Archetypes: Gunner/Powerhouse pieces (Weapons + Super). Mods: Special Ammo Finder / Special Finisher are near-useless here (the gun self-feeds) — spend those slots on Solar Weapon Surge ×2–4 on boots (straight onto Mythoclast and the Solar Heavy), Solar siphon on helmet (ignition double-kills → Orbs), Font of Endurance/Vigor to bank stat. Stat tuning: trade Grenade/Super down for Weapons.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Arms (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect 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 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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 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). Flex/loadout-dependent: the Solar Heavy); **Font of Endurance/Vigor** to bank stat. Stat tuning: trade Grenade/Super down for Weapons.