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Solar

Backdraft — Golden Gun: Deadshot (Solar Hunter)

Infinite-dodge scorch firehose — dual-exotic with Tommy's Matchbook
Speedloader Slacks on light.gg

Anchor: Speedloader Slacks · Subclass: Gunslinger · Role: Infinite-dodge scorch firehose — dual-exotic with Tommy's Matchbook Sandbox: 9.7.0 · Built 2026-06-27

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

SlotPickWhy
SuperGolden Gun: DeadshotSolar 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 abilityGambler's DodgeRefunds 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.
MovementTriple Jump (flex)Air control.
MeleeKnife TrickFan of three flaming knives — all Scorch; a precision knife kill makes you Radiant. Knife + Tommy's Scorch stacks toward ignitions.
GrenadeIncendiary 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 1On Your MarkClass-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 2Gunpowder GambleSolar-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

Exotic — Speedloader Slacks (Legs) + Tommy's Matchbook (Energy — Solar primary)

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)

Weapons

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)

PieceMod · costWhat it does
Helmet (9/10)Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Solar Siphon 3eRapid 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)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 Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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 SiphonRadiant Orbs + Solar Fulmination + Targeting AutoloaderShieldcrush + 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:

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

Notes