Hold the trigger until Tommy's overheats — +100% damage, a self-burn it pays back with Cure on every kill, and a Scorch stack every fifth shot. Each fresh Scorch rockets your dodge back (Ember of Singeing), and the dodge slams a full magazine straight back into the gun (Speedloader). Sustained fire alone refills the dodge, so the loop never stalls on a boss or a champion: dodge → full mag → keep burning → scorch → dodge. Gunpowder Gamble turns the scorch pile into ignitions and the room cooks itself. This is the dedicated Tommy's + Speedloader pairing — Everflame runs Speedloader off a Slice GL; Backdraft runs it off the auto rifle.
Loadout
Slot
Pick
Why
Super
Golden Gun: Deadshot
Solar add-clear; targets you damage become more vulnerable — a clean multiplier on Tommy's sustained DPS. Not load-bearing; any Solar Super works (the aspects don't need it).
Class ability
Gambler's Dodge
Refunds melee (scales with Melee) → more throwing knives → Radiant + Scorch. The reload comes from Speedloader regardless, so the dodge sub-type is free to feed the melee loop.
Movement
Triple Jump (flex)
Air control.
Melee
Knife Trick
Fan of three flaming knives — all Scorch; a precision knife kill makes you Radiant. Knife + Tommy's Scorch stacks toward ignitions.
Grenade
Incendiary Grenade (flex)
A Scorch AoE that feeds Gunpowder Gamble; Shieldcrush recharges it faster + harder while Radiant. Swap to Healing Grenade as the "oh no" button against the self-burn.
Aspect 1
On Your Mark
Class-ability/precision hits → stacking reload and Weapons stat (×10). Tommy's precision keeps it pinned → +Weapons (more Tommy's damage) on top of an already-full mag. 3 Fragment slots.
Aspect 2
Gunpowder Gamble
Solar-weapon / Solar-debuff kills charge a throwable Solar explosive → Ignition on detonation. Tommy's scorched kills charge it; the throw (×Solar Fulmination) is the burst payoff. 1 Fragment slot.
Fragments
Ember of Ashesmore Scorch — bumps Tommy's catalyst Scorch 15→20
Ember of Singeingscorching an unscorched target → 400% class-ability regen for 3s — the Scorch→dodge engine
Ember of Searingscorched kills → melee energy + Firesprite, +10 Class
Ember of Torches (powered melee → Radiant for you and allies → +weapon damage on Tommy's). On Your Mark (3) + Gunpowder Gamble (1) = exactly 4 slots
Dual-exotic (one armour + one weapon is legal). Tommy's is a Solar Auto Rifle, 720 RPM, Primary ammo (manifest-verified), so it occupies the Energy weapon slot.
Speedloader Slacks — Tight Fit: "Dodging instantly reloads all your weapons and grants increased reload and handling to you and nearby allies. While the buff is active, additional dodges increase the buff strength and refresh the timer, maxing out at 5 stacks. Dealing sustained damage grants class ability energy." Clarity detail: casting Dodge reloads every equipped weapon and grants 1 stack of Tight Fit (15s, max 5); the stacks give 40→55 Reload Speed and ~40→55 Handling at 1→5 and count as a manual reload (procs Kill Clip etc). The "sustained damage" clause is the engine: scoring multiple direct hits within a short window grants ~20% class-ability energy (Auto Rifles ≈ 8.33% per hit-group) — so Tommy's own trigger-holding refills your dodge without a single kill.
Tommy's Matchbook — Ignition Trigger: firing 20 rounds in quick succession ignites the gun for +100% damage [50% PvP] while draining 15 HP every 0.4s until you hit Critical Health (the "self-burn"). Heat Sink halves that drain to 7.5 HP while hip-firing — and Tommy's intrinsic gives it absurd hip-fire accuracy, so you live there. Catalyst (Heat of the Moment): while Ignition Trigger is active, kills grant 60 HP (Cure x1) and every 5th shot applies 15 Scorch (→20 with Ember of Ashes) to your target.
Why this works (the mechanics)
Scorch is the dodge button. Tommy's catalyst lays a fresh Scorch every 5th shot; each one applied to an unscorched target procs Ember of Singeing = 400% class-ability regen for 3s. Hold the trigger across a pack and you're scorching something almost constantly, so Gambler's Dodge is back in seconds — on top of the ~8.33%-per-hit-group class energy Speedloader already hands you for sustained fire. The dodge is functionally infinite, and it doesn't need a kill.
The dodge is the reload. Speedloader's Tight Fit slams a full magazine into Tommy's on every dodge and stacks 40→55 reload / ~40→55 handling (max 5). You never manually reload, so Ignition Trigger's meter (which persists through reload) never lapses — the +100% damage stays up as long as you keep dodging back into the gun. Dodge → full mag → keep burning → scorch → dodge.
The self-burn is paid, not survived. The 15 HP/0.4s drain is halved by Heat Sink (hip-fire) and refunded by the catalyst's Cure-on-kill (60 HP), while a 720 auto in a pack is killing constantly. Layer Sustained Fire (artifact, Auto-Rifle sustained damage → DR) and the burn is a non-event below Critical Health (it never kills you outright — it stops at Critical).
Scorch becomes ignitions becomes more scorch. Gunpowder Gamble eats your Solar/Scorch kills and hands you a throwable that Ignites; Solar Fulmination (artifact) makes those ignitions bigger and wider. Ember of Searing turns scorched kills into melee energy (→ another Knife Trick → Radiant + more Scorch), and Ember of Torches' Radiant adds a flat weapon-damage buff to Tommy's. The pile feeds itself.
Weapons stat climbs while you fire. On Your Mark stacks +Weapons (and reload) ×10 off Tommy's precision hits, so the longer you hold a position the harder Tommy's hits — and Speedloader/Tight Fit handles the reload/handling so On Your Mark's reload half is gravy.
Weapons
Energy: Tommy's Matchbook (Exotic Solar Auto Rifle, 720 RPM, Primary) — the engine. Run it hip-fire to halve the self-burn (Heat Sink) and to abuse its hip-fire accuracy cone. Never manually reload it; let the dodge do it.
Kinetic: flex — a Sniper Rifle for single-target. Tommy's is an add-clear/scorch hose with no boss profile, so bring a precision Special: its hits stack Sniper's Meditation (artifact T3 — stacking Sniper damage/reload/stability) for the health-bar work Tommy's can't do. Any sniper qualifies; a Solar one keeps your Solar Surge legs feeding it.
Heavy: flex — your boss-DPS heavy. A Solar heavy keeps the Solar Weapon Surge legs mods live across the whole kit; otherwise free choice.
Champions (the honest tradeoff): Hunter's Journal carries no anti-champion mod, so there's no on-demand stun here. Against Unstoppable-tier elites and minibosses you lean on Gunpowder Gamble ignitions (×Solar Fulmination) for raw burst and the sniper for health bars. For a stun-reliant solo GM, take the Implement of Curiosity alt (Energy Acceleration = Unstoppable) at the cost of the Auto-Rifle mods, or run this in a fireteam where a teammate supplies the stun (then Counter Energy in T2 refunds you ability energy on every champion stun).
Stats & archetypes
Weapons → Class → Melee → Grenade as able → dump Health/Super. Weapons is the damage stat and Tommy's wants it (On Your Mark stacks more on top); Class is the whole engine (dodge uptime = reload + Scorch→Singeing loop). Sample spread: Weapons ~150–200, Class ~150, Melee ~70 (Gambler's/knife refund), Grenade ~60, Super/Health dumped. Speedloader + On Your Mark already flood you with reload/handling, so spend the Weapons stat on raw damage rather than chasing handling. Fragment stats net +10 Class / −10 Grenade (Searing +10 Class, Torches −10 Grenade), nudging you toward dodge uptime — exactly where you want it.
Mods: Helmet — Solar Siphon (Solar kills → Orbs → Radiant via Radiant Orbs). Legs (on Speedloader) — Solar Weapon Surge ×2 (+Solar damage = +Tommy's) + Recuperation (Orb pickup → heal, vs the self-burn). Class item — Powerful Attraction (dodge vacuums Orbs → Radiant Orbs) + Reaper + a dodge-energy mod (Bomber/Outreach). Chest — Solar Resist + a flat-DR mod under the self-burn.
Set bonus (none required)
No armour set is needed — every loop element comes from the two exotics, the subclass and the artifact, not from a 2pc/4pc. An auto-rifle-damage or weapon-loader 4pc is a free garnish but never the driver; run whatever armour rolls your stats best.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
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.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using 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).
Artifact — Hunter's Journal
Picks (2/3/2):Sustained Fire + Elemental Siphon — Radiant Orbs + Solar Fulmination + Targeting Autoloader — Shieldcrush + Sniper's Meditation
Hunter's Journal is the only artifact whose theme is Solar + Auto Rifle with scorch/ignition mods, so it fits Backdraft cleanly:
T1:Sustained Fire (Auto-Rifle sustained damage → DR — directly offsets Tommy's self-burn) + Elemental Siphon (Solar-matching final blows → a Solar Elemental pickup → feeds Radiant Orbs).
T2:Radiant Orbs (Solar pickup/Orb → Radiant → +weapon damage on Tommy's) + Solar Fulmination (ignitions deal more damage in a larger radius — the Gunpowder-Gamble payoff) + Targeting Autoloader (Auto Rifle equipped: kills reload Tommy's + a temporary weapon-damage buff, bonus while surrounded).
T3:Shieldcrush (while Radiant, grenades recharge faster and hit harder → more Incendiary/Gunpowder fuel) + Sniper's Meditation (the flex sniper's stacking damage/reload — the single-target half the loadout otherwise lacks).
Alt:Implement of Curiosity if you need artifact champion coverage (Energy Acceleration = Unstoppable) or want Radiant Shrapnel (sustained-damage-while-Radiant → Solar projectiles that Scorch) — but you lose Sustained Fire and Targeting Autoloader, the Auto-Rifle-specific glue.
Loop
Open up on the pack and hold the trigger — 20 rounds in and Ignition Trigger lights: +100% damage, the self-burn ticking (halved by hip-firing).
Scorch lands every 5th shot → Ember of Singeing dumps 400% class-ability regen; sustained hits add Speedloader class energy → dodge is ready almost immediately.
Dodge → full magazine back in Tommy's + a Tight Fit stack (reload/handling) + Gambler's melee refund + vacuumed Orbs (Powerful Attraction → Radiant Orbs → Radiant).
Throw Knife Trick for Radiant/Scorch; cash Gunpowder Gamble into an Ignition (×Solar Fulmination) when it's charged. Kills Cure you (catalyst, 60 HP).
Repeat — keep firing, keep scorching, keep dodging. Swap to the sniper for a champion health bar or the heavy for a boss phase; cast Golden Gun: Deadshot to soften a priority target. The mag is never empty and the dodge is never far.
Notes
Premise adapted (Tommy's "self-scorch / heal while firing"): Tommy's doesn't apply the Scorch debuff to you — it deals flat HP drain (15/0.4s, → 7.5 hip-firing via Heat Sink, stops at Critical Health). The Scorch goes on enemies via the catalyst (every 5th shot, 15 → 20 with Ember of Ashes). The catalyst's healing is Cure on kills (60 HP), not a continuous while-firing heal. Both still close the loop — just by kill-Cure + Sustained-Fire DR rather than a constant trickle.
Premise adapted (Speedloader "refills the mag off sustained damage"): sustained damage refills your class ability (dodge), not the magazine directly; the dodge is what refills the mag. The chain is sustained fire → dodge energy → dodge → full mag + Tight Fit. Net effect matches the pitch (no kill required to keep the gun fed), via the dodge.
Stack cap: Tight Fit maxes at 5 stacks per both the manifest and Clarity — not a higher creator-claimed number (the Everflame build flags a "creator said 10" claim; manifest and Clarity both say 5). Stack stats: 40/40/45/50/55 Reload, ~40/40/45/50/55 Handling.
Clarity numbers used: Tommy's Ignition Trigger +100% damage / 15 HP per 0.4s drain; Heat Sink halves drain to 7.5 while not ADS; catalyst Cure x1 = 60 HP, Scorch 15 (→20 with Ember of Ashes); Ember of Singeing = 400% class-ability regen for 3s on scorching an unscorched target (won't trigger if the hit kills); Speedloader Auto-Rifle activation ≈ 8.33% class energy per hit-group, ~20% per window. On Your Mark / Gunpowder Gamble / Golden Gun / artifact perks have no Clarity entry (supers + artifact perks aren't covered) — their values are manifest/encyclopedia text, verify in-game.
Champion gap is real: Hunter's Journal has no anti-champion mod (verified — it's not in the artifact's champion-sourcing list). This is an add-clear/scorch/ignition build, not a champion-stun build. See the Weapons section for the workarounds.
Verify in-game: the exact Speedloader "sustained damage" hit-window, the On Your Mark Weapons-stat-per-stack value, and whether double-Solar (Tommy's Energy + a Solar sniper in the Kinetic slot) is legal in your snapshot — if not, run a Kinetic sniper.