A Solar Hunter — the class that's supposed to have the worst survivability in hard content — that flat-out cannot die. Restoration, Cure and Radiant stacked with Woven Mail, Amplified and overshields all at once, in deep modifier content, with no exotic weapon. The whole offence — ignitions, Bolt-Charge lightning, jolt, Unravel, Threadlings — comes off one grenade launcher and your dodge. This is Turncoat's Solar sibling: the artifact, not the subclass, is the build.
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.
That last clause is the engine. Sustained weapon damage — not kills — refills your class ability, so the dodge loop never stalls on a boss, champion or high-health target; the way Radiant Dance Machines does the moment nothing dies. The community numbers make the choice of weapon obvious: a single multi-hit burst from a grenade launcher returns roughly 34% class ability energy (the top tier of any weapon class), so a Wave/Aerial-Denial-Frame GL refills the dodge in two or three trigger pulls. Every dodge then reloads the entire kit, throws a reload/handling buff onto you and allies within 15 m, and — through your aspects — fires Crackshot and ticks On Your Mark. The legs do not deal damage; they convert damage you are already doing into a class ability you can spend constantly.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Solar's scorch/ignition verbs plus the dodge-centric aspects that turn the class ability into a damage-and-heal button. | |
| Super | Solar-charged knives that explode and scorch; any super works since the build is not super-reliant, but Blade Barrage feeds the scorch theme. | |
| Class ability | Refunds melee energy when you dodge near a target — pairs with Crackshot for the infinite dodge↔melee↔ignition loop. | |
| Movement | Air control to reposition while the room burns. | |
| Melee | A fan of flaming knives that all apply scorch — knife + dodge-scorch tips a target into an ignition. | |
| Grenade | An "oh no" button (Heat Rises + a curing burst); swap to a damage grenade if you want more ignitions instead. | |
| Aspect 1 | Class ability fires up to three scorching shots at marked targets; landing all three cures you. The dodge becomes a damaging, scorching, healing ability. | |
| Aspect 2 | Class-ability/precision hits grant reload + Weapons stat, stacking ×10; final blows at ten stacks cure you. Permanent because you dodge constantly. (+3 Aspect Energy Capacity.) | |
| Fragments | Ashes · Torches · Singeing · Empyrean · Eruption | More scorch, team Radiant, faster class ability, longer Restoration/Radiant, bigger ignitions. |
| Exotic armour | Sustained GL damage → class ability energy → infinite dodges; dodge reloads the whole kit for you and allies. | |
| Weapons | Strand GL with Slice (e.g. Festival Flight) + two anti-champion legendaries | The Slice GL severs the room each dodge-cast; the other two slots carry champion stuns. Anarchy/Dragon's Breath are ideal if you want an exotic — their DoT is "sustained damage" and auto-feeds the dodge. |
Class 200 → Weapons → Super. A stat-stacking, font-heavy spread rather than a single breakpoint chase — no individual ability needs to hit hard because the dodge is king. The creator ran roughly Melee 87 · Grenade 94 · Super 118 · Class ~150–170 · Weapons ~148; Class is the lead stat (it gates the overshield-on-dodge and Crackshot's high-Class scaling), with Weapons close behind so the GL hits and reloads stay fat.
Mods:
Picks (2/3/2):
Dielectric +
Unraveling Orbs —
Flashover +
Horde Shuttle +
Vile Weave —
Defibrillating Blast +
To Shreds
The thesis: ignore the "conventional" Solar artifacts and take the one with no Solar tag — because it supplies the buffs Solar Hunter actually lacks. Same artifact as Turncoat (Void) and Thunderbolt God (Arc); here it carries Arc + Strand onto Solar.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (3/10) | Super Font 1e | You gain a bonus to your Super stat while you have any Armor Charge. Armor Charges decay over time. |
| Super Font 1e | You gain a bonus to your Super stat while you have any Armor Charge. Armor Charges decay over time. | |
| Harmonic Siphon 1e | Rapid 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. | |
| Arms (3/10) | Melee Font 1e | You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time. |
| Melee Font 1e | You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time. | |
| Grenade Font 1e | You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time. | |
| Chest (6/10) | Solar Resistance 2e fill | Reduces incoming Solar damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (7/10) | Weapons Font 3e | You gain a bonus to your weapons stat while you have any Armor Charge. Your Armor Charge decays over time. |
| Weapons Font 3e | You gain a bonus to your weapons stat while you have any Armor Charge. Your Armor Charge decays over time. | |
| Recuperation 1e | Replenishes health each time you pick up an Orb of Power. | |
| Class Item (4/10) | Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Powerful Attraction 2e | Automatically 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: orbs on multikills. - **Anti-Champion:** none innate — jolt from Defibrillating Blast covers Overload; equip Anti-Barrier / Unstoppable frames on the two non-GL slots for the rest.