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Solar

Double Tap — The Sixth Coyote + Crackshot (Solar Hunter)

Double-dodge mini-Golden-Gun spam
The Sixth Coyote on light.gg
Your gear best achievable Class 140 / 200 target — 60 short
Health 52 · Melee 41 · Grenade 38 · Super 34 · Class 140 · Weapons 85 · armour only; stat mods + fragments add more

Centerpiece: The Sixth Coyote (Chest) · Subclass: Gunslinger · Role: Double-dodge mini-Golden-Gun spam Sandbox: 9.7.0 · Updated 2026-07-03

Crackshot turned the Hunter dodge into a three-shot flaming quickdraw. The Sixth Coyote hands you a second dodge charge, so you are holstering six scorching, self-curing bonus shots that recharge while you fight. Every dodge is a burst of damage, a heal, and an Orb of Power on the follow-up kill. The build is the new aspect, doubled.

The exotic

The Sixth Coyote (Chest Armor) — Double Dodge: Gain a second dodge charge. Shortly after dodging, your next weapon final blow spawns an Orb of Power.

The Sixth Coyote does two things off a single input. First, it grants a whole extra class-ability charge, so your dodge stops being a rationed cooldown and becomes a two-shot magazine you fire on rhythm — dodge, fight, dodge again while the first regenerates. Second, shortly after any dodge your next weapon final blow spawns an Orb of Power; Clarity notes this behaves as a copy of the Reaper armour mod, so it triggers on the very next kill without needing a mod slot. On Gunslinger that orb funds your Solar surges, Recuperation heals, and Golden Gun energy, turning a defensive movement tool into a support battery that also happens to double your Crackshot output.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Solar verbs — Scorch, Ignition, Radiant, Cure — are what Crackshot and the fragments all trade in.
SuperGolden Gun: DeadshotMore flaming pistol; multikills feed orbs and keep the neutral loop stocked.
Class abilityAcrobat's DodgeThe dodge that Crackshot fires from; Coyote gives you two of it.
MovementTriple JumpExtra air control to line up airborne marks after an Acrobat's Dodge.
MeleeKnife TrickA fan of scorching knives between dodges, applying Solar burn to marked targets.
GrenadeSolar GrenadeA lingering scorch field that stacks burn for ignition assists.
Aspect 1CrackshotActivating your class ability fires up to three scorching shots at marked targets; all three land = Cure.
Aspect 2Gunpowder GambleDefeating targets charges an improvised Solar explosive you shoot mid-air for an ignition — the third detonation in the cycle.
FragmentsAshes · Torches · Singeing · EruptionScorch harder, stay Radiant, self-recharge the dodge, and widen every ignition.
Exotic armourThe Sixth Coyote (Chest)Second dodge charge = double Crackshot uptime, plus a post-dodge Orb of Power.
WeaponsSolar primary (Incandescent / Heal Clip) + Solar special/heavy, ideally a Solar RocketSolar primary makes the post-dodge orb and feeds surges; a rocket cashes in Anti-Champion Nosecone.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Super → Health. Class is the whole engine (Crackshot damage past 100 and dodge cooldown), Super keeps Golden Gun online for the multikills that feed orbs, then Health for survivability. Archetype lean: Reaver (Class/Melee) or Grenadier bodies that stack Class high; Ashes to Assets on the helm converts your ability kills back into Golden Gun.

Mods:

Artifact — Queensfoil Censer

Picks (2/3/2): Fever And Chill + Kindling TriggerRevitalizing Blast + Unraveling Orbs + Anti-Champion NoseconeRays of Precision + Solo Operative

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
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.
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 (7/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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: drop an orb; Golden Gun for the damage this build actually deals. - **Anti-Champion:** ignitions from Revitalizing Blast cover stunned Champions; slot the season's anti-Champion weapon mods on a Solar primary/rocket for Barrier; Overload.