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Solar

Adrenaline — Mechaneer's Tricksleeves + Forerunner (Solar Hunter)

Comeback sidearm spike — dip into critical health, swap to Forerunner for a self-renewing damage burst, and let Radiant + Restoration carry the rally
Mechaneer's Tricksleeves on light.gg

Centerpiece: Mechaneer's Tricksleeves (Gauntlets) · Subclass: Gunslinger (Solar) · Role: Comeback sidearm spike — dip into critical health, swap to Forerunner for a self-renewing damage burst, and let Radiant + Restoration carry the rally Sandbox: 9.7.0 · Updated 2026-07-03

Mechaneer's Tricksleeves rewards living dangerously: get low, swap to a sidearm, and it reloads instantly and hits much harder — and as long as the sidearm keeps killing, the buff keeps renewing. Forerunner is the biggest sidearm in the game, so that spike lands on a weapon already punching well above sidearm weight. Stack Radiant on top and Restoration to climb back out of the red, and a near-death moment becomes a one-magazine rampage. The lower you are, the harder you hit.

The exotic

Spring-Loaded Mounting: Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you're critically wounded, swapping to a Sidearm reloads it and increases its damage. While this effect is active, Sidearm final blows reload the weapon and extend the effect's duration.

Full Stop (Forerunner): Oversized Sidearm with extended-range, heavy-caliber rounds. Fires full auto with increased rate of fire. Deals increased precision damage to unshielded targets.

This is a two-exotic engine: Mechaneer's Tricksleeves is the amplifier, Forerunner is the payload. The gauntlets passively grant sidearms +50 Airborne Effectiveness, +100 Handling and +100 Reload Speed, but the real trick fires at low health — swapping to a sidearm while critically wounded refills its magazine and grants roughly +100% damage in PvE, and while that buff is up, sidearm final blows reload the gun and push the timer back out (capped at 5 seconds past a kill). Forerunner is the sidearm worth the risk: a 200-RPM Kinetic Special sidearm that fires full-auto, reaches like a hand cannon, and does bonus precision damage to unshielded targets — most minors and majors. One crisis swap snowballs into a long, hard-hitting window as long as you keep landing kills.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant, Restoration and the Ember fragments are the sustain-and-buff engine that lets a "go low" build survive the dip.
SuperGolden Gun: DeadshotA precision panic-delete and the "get me out of this" button when the rally is losing.
Class abilityAcrobat's DodgeLanding after the dodge grants you and nearby allies Radiant for 10 seconds (15 with Ember of Solace) plus a reposition out of danger.
MovementHigh JumpExtra air time to reposition mid-fight; Mechaneer's +50 Sidearm airborne effectiveness keeps Forerunner accurate off the ground.
MeleeLightweight Throwing KnifeA Solar precision-kill tool that feeds the Embers and, with Ember of Torches on the powered melee, taps Radiant.
GrenadeHealing GrenadeInstant Cure + Restoration — the climb out of the red while the Mechaneer's buff keeps renewing off kills.
Aspect 1On Your MarkClass ability or precision hits grant you and allies reload speed and Weapons stat, stacking ten times; final blows at ten stacks cure you. Forerunner is a precision gun, so this is a damage layer and sustain. 3 fragment slots.
Aspect 2Gunpowder GambleKills charge a thrown Solar explosive you shoot mid-air to ignite — a free AoE clear/panic button while you reposition. 1 fragment slot.
FragmentsTorches · Solace · Searing · EmpyreanRadiant on melee, longer Radiant/Restoration, melee/Firesprite refunds, and Solar-kill buff extension.
Exotic armourMechaneer's Tricksleeves (Gauntlets)The centerpiece — the low-health sidearm damage spike that Forerunner cashes in.
WeaponsForerunner (Kinetic Special sidearm) + a Solar primary + a boss-DPS HeavyForerunner is the spike; a Solar primary keeps surges/Siphon and the Embers live; Heavy handles what a sidearm can't chew.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. This is a weapon-damage build that happens to flirt with death: the Weapons stat scales Forerunner under the Mechaneer's spike + Radiant + On Your Mark stack, Health is the buffer that lets you survive the critical-health dip and the climb back, and Class feeds Acrobat's Dodge for Radiant uptime. Archetype lean: Gunner/Powerhouse (Weapons) with a Bulwark (Health) secondary, Specialist for Class.

Mods:

Artifact — Encrypted Data Disk

Picks (2/3/2): Kinetic Synthesis + Press the AdvantagePrecision Equity + Counter Energy + ArmorsmithKinetic Rupture + Sticker Shock

The Kinetic artifact — it feeds, arms and sustains the Forerunner gunplay:

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.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
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)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)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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 (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate your class ability.

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).