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Solar

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

Comeback sidearm spike — drop into the danger zone, swap to Forerunner for a self-sustaining damage burst, and let Radiant + Restoration carry the rally
Mechaneer's Tricksleeves on light.gg

Anchor: Mechaneer's Tricksleeves · Subclass: Gunslinger (Solar) · Role: Comeback sidearm spike — drop into the danger zone, swap to Forerunner for a self-sustaining damage burst, and let Radiant + Restoration carry the rally Sandbox: 9.7.0 · Created 2026-06-24

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. 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 pairing — why two exotics, not one

Mechaneer's Tricksleeves is the gauntlets, Forerunner the Special — Mechaneer's is a sidearm amplifier that spikes at low health, Forerunner is the sidearm that turns that spike into real damage:

Loadout

SlotPickWhy
SuperGolden Gun: DeadshotA precision panic-delete that also marks targets more vulnerable — the "get me out of this" button when the rally is losing.
Class abilityAcrobat's DodgeDodge → Radiant (element-agnostic +25%, and Forerunner is Kinetic so Radiant is its main damage buff) + a reposition out of danger.
MeleeLightweight Throwing KnifePrecision-kill Radiant (Ember of Torches) + Scorch — a second Radiant tap and a Solar kill for the Embers.
GrenadeHealing GrenadeInstant Cure + Restoration — the climb out of the red while the Mechaneer's buff keeps renewing off kills.
Aspect 1On Your MarkPrecision hits stack reload + Weapons stat ×10 → Restoration at max. Forerunner is a precision gun, so this is a third damage layer and sustain. 3 fragment slots.
Aspect 2Gunpowder GambleKills charge a throwable Solar Ignition — a free AoE clear/panic button while you reposition. 1 fragment slot.
Fragments (4)

Exotic armour — Mechaneer's Tricksleeves (Gauntlets)

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.

A risk-reward engine: the passive sidearm handling is always on, but the damage spike triggers from a crisis and then sustains itself off sidearm kills — so a single near-death swap to Forerunner can snowball into a long, hard-hitting window if you keep landing kills.

Exotic weapon — Forerunner (Sidearm · Kinetic · Special)

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

A 200-RPM Kinetic Special sidearm that behaves like a mini hand cannon — long range, heavy hits, full-auto, and a precision-damage bonus on unshielded targets (most minors/majors). It's the rare sidearm worth building a damage spike around, and it's the trigger weapon Mechaneer's keeps reloading for free.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Weapons 150 → Health 100 → Class 60 → Super/Grenade/Melee dump.

Archetypes: Gunner / Powerhouse (Weapons), Bulwark (Health), Specialist (Class). Mods: Sidearm Loader + Scavenger, Sidearm Targeting, Special Ammo Finder/Scavenger (Forerunner eats Special), Recuperation + Better Already for the climb-out, Harmonic Siphon.

Artifact — Encrypted Data Disk (Renegades)

Picks (2/3/2): Kinetic Synthesis + Press the AdvantagePrecision Equity + Counter Energy + ArmorsmithKinetic Rupture + Sticker Shock The Kinetic artifact — it sustains and arms the Forerunner gunplay:

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Solar Siphon 3e fillRapid 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 Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
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.
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). Flex/loadout-dependent: **Sidearm Targeting**.

The loop