Hold the trigger until Tommy's overheats, then keep holding. The gun cooks itself for a huge damage buff, the scorch you smear across a pack rockets your dodge back, and the dodge slams a full magazine straight into the chamber. Fire, scorch, dodge, repeat — the mag is never empty and the dodge is never far. This is the dedicated Tommy's + Speedloader pairing: the auto rifle IS the engine, and the legs turn its own trigger-pull into an endless dodge loop.
The exotic
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."
Tommy's Matchbook — Ignition Trigger: "Sustained fire overheats the weapon."
Tommy's Matchbook — Heat Sink: "Overheat damage is reduced while not aiming down sights."
Tommy's Matchbook Catalyst — Heat of the Moment: "While Ignition Trigger is active, final blows with this weapon cure you and sustained fire scorches your target."
Speedloader Slacks is the centrepiece and the reason this loop never stalls. Its Tight Fit trait does two jobs at once: every Gambler's Dodge instantly reloads all your weapons and stacks reload/handling (max 5), and dealing sustained damage grants class-ability energy — so simply holding Tommy's trigger refills the dodge without a single kill. Tommy's Matchbook supplies the damage half. Sustained fire overheats it (Ignition Trigger) for a large damage bonus while draining your health; Heat Sink softens that drain while you hip-fire, and the catalyst pays the health back by curing you on kills while scorching whatever you shoot. Sustained fire feeds the dodge, the dodge reloads Tommy's, and Tommy's overheated fire never has to stop.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch, ignitions and Radiant are the whole economy — dodge regen, healing and weapon buffs all key off Solar verbs.
Super
Golden Gun: Deadshot
Solar precision Super that scorches and disintegrates targets — a clean priority-kill button that keeps the Solar theme; not load-bearing, any Solar Super works.
Class ability
Gambler's Dodge
Refunds melee energy scaling with the Melee stat → more Knife Trick → more Radiant + Scorch; the reload/handling comes from Speedloader regardless, so the sub-type is free to feed the melee loop.
Movement
Triple Jump (flex)
Air control while you reposition; no loop element depends on it.
Melee
Knife Trick
A fan of three flaming knives that all Scorch; a precision knife kill makes you Radiant, and the Scorch stacks toward ignitions alongside Tommy's.
Grenade
Incendiary Grenade (flex)
A Scorch AoE that charges Gunpowder Gamble and (via Shieldcrush, while Radiant) recharges faster and hits harder; swap to Healing Grenade as the panic button against the self-burn.
Aspect 1
On Your Mark
Class-ability casts and precision hits stack reload and Weapons stat ×10; Tommy's precision keeps it pinned, so the gun hits harder the longer you hold a lane. Three fragment slots.
Aspect 2
Gunpowder Gamble
Solar/Scorch kills charge a throwable Solar explosive that Ignites on detonation — Tommy's scorched kills fill it, the throw is the burst payoff. One fragment slot.
Fragments
Ashes · Singeing · Searing · Torches
Four Embers that turn Tommy's scorch into dodge energy, melee energy and Radiant (see below).
Exotic armour
Speedloader Slacks (Legs)
The centrepiece: dodge = instant reload + stacking reload/handling, and sustained fire refills the dodge — the loop's spine.
Weapons
Tommy's Matchbook (Energy) · Solar Sniper (Kinetic, flex) · Solar Heavy (flex)
Tommy's is the scorch engine; a precision sniper covers the single-target work Tommy's can't, and a Solar heavy keeps the Solar Surge legs live for boss phases.
Fragments
Ember of Ashesapply more Scorch stacks
Ember of Singeingscorching an unscorched target → 400% class-ability regen for 3s — the Scorch→dodge engine
Ember of Searingscorched kills → melee energy + a Firesprite, +10 Class
Ember of Torches (powered-melee hits → Radiant for you and allies → +weapon damage on Tommy's, −10 Grenade). On Your Mark (3) + Gunpowder Gamble (1) = exactly 4 slots
Why it works (the mechanics)
Scorch is the dodge button. Tommy's catalyst scorches your target with sustained fire; every fresh Scorch on an unscorched enemy procs Ember of Singeing for 400% class-ability regen (3s). Hold the trigger across a pack and you're scorching something almost constantly, so Gambler's Dodge is back in seconds — and it doesn't need a kill.
Sustained fire alone refills the dodge. Speedloader's Tight Fit grants class-ability energy for dealing sustained damage (Clarity: Auto Rifles ≈ 8.33% per hit-group), stacking with Singeing. Between the two, the dodge is functionally infinite even before anything dies.
The dodge is the reload. Every Gambler's Dodge instantly reloads Tommy's and adds a Tight Fit stack (reload/handling, max 5). You never manually reload, so Ignition Trigger's overheat — which persists through the reload — never lapses; the damage bonus 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. Ignition Trigger burns you while overheated; Heat Sink halves that drain while you hip-fire (and Tommy's has an absurd hip-fire cone, so you live there), and the catalyst's cure-on-kill refunds health while a 720 RPM auto clears a pack. Layer Sustained Fire (artifact — Auto-Rifle sustained damage → DR) and the burn is a non-event.
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 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 because Speedloader already floods you with reload/handling, On Your Mark's reload half is pure gravy on top of the Weapons half you actually want.
Stats & mods
Weapons 200 → Class → Melee. 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 + the Scorch→Singeing loop); Melee feeds Gambler's refund and Knife Trick. This leans an add-clear/sustain archetype — pour points into Weapons and Class, take Melee to a comfortable Knife Trick cadence, and dump Health/Super/Grenade. Fragment stats net +10 Class / −10 Grenade (Searing +10 Class, Torches −10 Grenade), nudging you exactly where you want it.
Mods:
Boots — Recuperation (Orb pickup → heal, direct counter to the self-burn) + Absolution.
Arms — Heavy Handed (melee kills → Orbs, fuelling the Powerful Attraction → Radiant Orbs → Radiant chain); loaders are wasted since Speedloader owns the reload.
Chest — Solar Resist + a flat damage-reduction mod (Concussive Dampener / Harmonic Resist) under the overheat drain.
Class item — Powerful Attraction (dodge vacuums Orbs → Radiant Orbs → Radiant) + a dodge-energy mod (Bomber / Outreach).
Surge — Solar Weapon Surge ×2 on the legs (+Solar weapon damage = +Tommy's, and keeps a Solar sniper/heavy boosted).
Anti-Champion — none from the kit or artifact (Hunter's Journal carries no anti-champ mod); lean on Gunpowder Gamble ignitions for burst, or take the Implement of Curiosity alt for on-demand Unstoppable.
Artifact — Hunter's Journal
Picks (2/3/2):
Tier 1: Sustained Fire · Elemental Siphon
Tier 2: Radiant Orbs · Solar Fulmination · Targeting Autoloader
Tier 3: Shieldcrush · Sniper's Meditation
Hunter's Journal is the only artifact themed on Solar + Auto Rifle with scorch/ignition mods, so it fits Backdraft cleanly:
Sustained Fire — continuously damaging combatants with an Auto Rifle grants damage resistance, directly offsetting Tommy's overheat self-burn.
Elemental Siphon — rapid Solar-matching final blows create a Solar Elemental pickup, feeding the Radiant Orbs loop.
Radiant Orbs — on a Solar subclass, picking up an Orb makes you Radiant, adding weapon damage on Tommy's.
Solar Fulmination — your ignitions do increased damage in a larger radius, the Gunpowder Gamble payoff.
Targeting Autoloader — with an Auto Rifle equipped, kills reload it and grant a temporary weapon-damage buff while surrounded, a second reload/damage layer on top of the dodge.
Shieldcrush — while Radiant, grenades recharge faster and hit harder, more Incendiary/Gunpowder fuel.
Sniper's Meditation — stacking Sniper damage/stability/reload, the single-target half the flex sniper covers.
Where it shines
Add-dense PvE — patrol, seasonal activities, strikes, the clear phase of dungeons/raids: a 720 auto scorching a whole pack keeps the dodge, the healing and the ignitions rolling nonstop.
Sustained rooms over burst checks — the build wants to hold a lane and cook, not delete a single target in one hit; On Your Mark and Tight Fit both reward staying put.
Champion coverage: intrinsically none — Hunter's Journal has no anti-champion mod and Tommy's breaks no champion type. Lean on Gunpowder Gamble ignitions (×Solar Fulmination) plus the sniper for elite/miniboss health bars; for a stun-reliant GM, run the Implement of Curiosity alt (Energy Acceleration = Unstoppable) or bring a fireteam stun.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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.
Chest (8/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Legs (5/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
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.
Class Item (3/10)
Outreach1e
Reduces melee cooldown when using your class ability.
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). Flex/loadout-dependent: keeps a Solar sniper/heavy boosted). - **Anti-Champion** — none from the kit or artifact (Hunter's Journal carries no anti-champ mod); lean on Gunpowder Gamble ignitions for burst; or take the Implement of Curiosity alt for on-demand Unstoppable.