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
Slot
Pick
Why
Subclass
Gunslinger (Solar Hunter)
Radiant + Scorch + ignition verbs all feed Mythoclast's new Solar ignition kit.
Super
Golden Gun: Marksman
On-theme priority deletion; Mythoclast handles the adds while GG handles the orange bar.
Class ability
Marksman's Dodge
Reload-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.
Melee
Knife Trick (or Lightweight Knife)
Solar melee → Scorch/ignition + Radiant via Ember of Torches.
Grenade
Healing Grenade
Sustain; the gun is the damage. Swap to Tripmine if you want more ignition seed.
Aspect 1
On Your Mark
Class ability / precision hits stack reload + Weapons stat ×10 → more PvE weapon damage straight onto Mythoclast, Restoration at max.
Aspect 2
Knock 'em Down
Cure on Super cast + enhanced Golden Gun; keeps the Solar-verb economy rolling.
Fragments
Ember of Torchespowered-melee → Radiant for you + allies — the Radiant source
Ember of Ashesmore Scorch per hit → faster ignitions off Mythoclast
Ember of Charignitions spread Scorch → chain ignitions in 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
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:
Primary: an Arc or Stasis primary (kinetic-slot energy) so a single brick feeds it, never competing with Mythoclast for the Special pool. A handling/feel pick — Mythoclast does the heavy lifting.
Heavy:Solar Machine Gun or Solar Rocket with Incandescent/Bait and Switch — matches the Solar surge and stacks more Scorch into the ignition economy.
Why this works (the mechanics)
Mythoclast occupies the Special slot but plays like a primary — so the build's "primary" gun is the exotic, and the intrinsic's timeline-refill means it never reloads and never starves for ammo. You hold the trigger; it stays loaded off landed hits. This removes the single biggest drawback of running a Special as your main weapon (ammo economy), which is the entire reason the gun exists.
Foetracer is the perfect element-matched damage loop. Tag a powerful target with a Solar ability (Knife Trick / grenade / Golden Gun) → all your Solar weapons get a damage buff → Mythoclast is Solar → kill the marked target with Solar → spawn an Elemental pickup. Mythoclast hits constantly, so the buff is up constantly, and the pickup loop sustains it. The helmet buffs the gun by element, which is exactly the gun you're already holding.
The 9.7.0 ignition rework makes Solar the only correct subclass. Mythoclast now ignites; ignitions want Scorch. Ember of Ashes front-loads Scorch, 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 Special fusion clearing rooms with Solar AoE, not just single-target DPS.
Radiant is a flat ~10% weapon-damage multiplier that stacks on Foetracer. Ember of Torches (melee) is the source; Knock 'em Down / On Your Mark keep it and Restoration alive. Radiant + Foetracer's element buff + the catalyst's sustained-fire buff + On Your Mark's Weapons stat = four independent multipliers, all of which the gun procs by simply being fired and the subclass procs 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 → bonus PvE weapon damage and reload (irrelevant here, so it's pure damage) → Restoration at max for sustain.
The economy is self-feeding with no babysitting. Gun never reloads (intrinsic), never starves (intrinsic), Radiant refreshes off Solar kills (Empyrean), dodge refreshes off Scorch (Singeing), Foetracer buff refreshes off ability tags, and ignitions spread themselves (Char). You aim and the systems top each other up.
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
Mid-tier PvE (Strikes, Vanguard Ops, patrol, Nightfalls up to Legend): a no-reload Special that clears packs with chain ignitions and never runs dry is a best-in-slot primary replacement.
Add-dense GMs / −30/−40 content: infinite uptime + ignition chains + Radiant + Foetracer mean it stays effective where most Special weapons run out of ammo. Restoration (On Your Mark / Empyrean) covers the survivability tax.
Champion coverage — FLAG: Mythoclast is a Special fusion archetype; under Anti-Champion 2.0, fusion-rifle champion stun is not an obvious primary-archetype intrinsic, and the encyclopedia text for Timeless Mythoclast lists no "Strong against [Champion]" tag. Treat Mythoclast as carrying NO intrinsic champion stun. Cover champions with the artifact (anti-Barrier/Unstoppable/Overload mods, e.g. scorch/ignition or Radiant-based champion mods) and with Golden Gun for Unstoppable-by-stun via the seasonal mods. Bring a primary/Heavy whose archetype covers the champions in the activity. Do not assume the gun stuns anything on its own.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Arms (6/10)
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.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect 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 Surge1efill
Your 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 Finisher1e
Finishers generate Special ammo for the whole fireteam.
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
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). Flex/loadout-dependent: the Solar Heavy); **Font of Endurance/Vigor** to bank stat. Stat tuning: trade Grenade/Super down for Weapons.