Six-Shot Sunburst — Golden Gun: Deadshot (Solar Hunter)
Roaming ignition add-clear — orbs overcharge Deadshot, six scorching rounds chain-react through the room
Centerpiece: Star-Eater Scales (Legs) · Subclass: Gunslinger · Role: Roaming ignition add-clear — orbs overcharge Deadshot, six scorching rounds chain-react through the room Sandbox: 9.7.0 · Updated 2026-07-03
Six flaming rounds, and since Renegades every Golden Gun projectile scorches on impact. Pile on more scorch and each shot tips a red bar straight into an ignition, and each ignition scorches its neighbours in turn. Your own multikills bleed orbs, the orbs overcharge the next cast, and the whole room learns to catch fire on a loop that pays for itself.
The exotic
Star-Eater Scales — Feast of Light: You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield.
Orbs of Power grant an additional 2% Super Energy. Picking up an Orb of Power with a charged Super Ability grants a Stack of 'Feast of Light'. Maximum of 6 Stacks. Casting your Super while at 1|2|3|4|5|6 Stacks consumes all Stacks and grants the following benefits: 18.2%|36.4%|54.6%|59.7%|64.8%|70% increased Super damage for 14 seconds, restores up to 200 HP, and a 100 HP Overshield for 16 seconds if cast at 6 Stacks.
Star-Eater does two jobs at once. First it accelerates the Super: every orb you pick up refunds an extra 2% of Super energy, so an add-clear kit that spits orbs constantly keeps Golden Gun nearly always available. Second, once the Super bar is already full, further orbs stack Feast of Light (to a max of six). Cast at six stacks and Deadshot deals a flat +70% Super damage for 14 seconds, heals you for 200 HP, and hands you a 100 HP overshield — so the strongest, safest Golden Gun is the one you cast right after a multikill wave. The build's own output funds its next, bigger cast.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Native Golden Gun class; every scorch/ignition verb lives here.
Super
Golden Gun: Deadshot
Six rapid hip-fire shots that scorch; final blows refund a round and extend duration.
Class ability
Acrobat's Dodge
Front-flip Solar-knife dodge that arms Crackshot; airborne-capable in 9.7.0.
Movement
Triple Jump
Maximum aerial control to line up Gamble detonations and dodge windows.
Melee
Knife Trick
Fan of scorching knives — extra ignition fuel between Supers.
Grenade
Solar Grenade
Lingering lava field that keeps scorch ticking on a chokepoint.
Aspect 1
Crackshot
Class ability fires up to three scorching shots at marked targets; landing all three cures you — a mini Golden Gun on every dodge.
Aspect 2
Gunpowder Gamble
Kills charge an improvised Solar explosive you throw and shoot mid-air to force an ignition.
Fragments
Ashes · Searing · Torches · Eruption
More scorch per hit, scorch-kill melee/Firesprite returns, on-demand Radiant, bigger ignition radius.
Exotic armour
Star-Eater Scales (Legs)
Orbs overcharge Deadshot into a +70% heal-and-overshield nuke.
Weapons
Solar primary w/ Incandescent · Sunshot (Solar HC, 150 RPM) · Legendary Solar rocket
Incandescent/Sunshot spread scorch between casts; the rocket cashes in the artifact's Champion + orb mods.
Fragments
Ember of Ashesapply more scorch per hit — turns Deadshot/Crackshot shots into ignitions faster
Ember of Searingscorch-kills grant melee energy + a Firesprite
Ember of Torchespowered melee makes you Radiant
Ember of EruptionSolar ignitions gain area of effect
Why it works (the mechanics)
Scorch is a threshold currency. Scorch stacks tick damage; once a target crosses the ignition threshold it detonates in a free Solar AoE. Deadshot's shots each apply scorch, and Ember of Ashes raises the amount applied per hit — so it takes fewer shots to tip a red bar over, turning six discrete rounds into several chained ignitions.
Ignitions self-propagate. An ignition scorches everything in its blast, and Ember of Eruption widens that blast. In add density each explosion pushes its neighbours toward their own ignition, so Deadshot starts a cascade rather than scoring six separate kills.
Crackshot is a class-ability-typed mini-Super. Dodging fires up to three scorching shots at marked targets and cures you if all three land. Because it triggers off your class ability it scales with the Class stat and rides your dodge-recharge economy, giving you a pocket Golden Gun on cooldown between real casts.
The orb economy overcharges the real cast. Multikills from ignitions and Firepower/Firesprite returns bleed Orbs of Power; Star-Eater turns every orb over a full bar into a Feast of Light stack. Six stacks means the next Deadshot lands at +70% damage with a heal and overshield — the add-clear directly funds a stronger, safer Super.
Gamble is a second ignition button. Kills charge Gunpowder Gamble; you throw the explosive and shoot it mid-air to force an ignition on demand, seeding the cascade even when nothing is naturally near the threshold. Crackshot kills feed its charge, so the dodge loop keeps a Gamble primed.
Radiant closes the loop off-Super. Ember of Torches makes powered melee grant Radiant, and the artifact's Fever And Chill grants it from rapid Solar hits — with Radiant up, Kindling Trigger makes your primaries apply scorch too, so the ignition threshold stays fed even while Golden Gun recharges.
Stats & mods
Super 200 → Class → Melee. Lean Colossus (Super/Health) for the fastest Golden Gun uptime, with a Reaver (Class/Melee) fallback to push Crackshot dodges and Knife Trick fuel once Super is capped.
Mods:
Boots: Innervation / Recuperation — orb pickups trickle grenade energy and heal, feeding the Solar-grenade field and topping you between ignitions.
Arms: Firepower / Heavy Handed — grenade and melee final blows spawn Orbs of Power to feed Star-Eater's overcharge.
Chest: Solar and Concussive resist mods for survivability while you roam mid-pack chasing ignition chains.
Class item: Bomber / Time Dilation — grenade energy on dodge and longer buff duration to stretch Radiant/Feast windows.
Surge: Solar Weapon Surge — Incandescent/Sunshot and the rocket all pay off from the elemental surge.
Anti-Champion: No intrinsic breaker in this pool — Revitalizing Blast only reacts to a stun (igniting the Champion once something else stuns it), and Anti-Champion Nosecone is bonus rocket damage, not a stagger. Bring an Anti-Barrier/Overload/Unstoppable weapon perk or seasonal mod for actual breaking.
Artifact — Queensfoil Censer
The Solar artifact that closes this build's Radiant → Scorch → Ignition loop and adds Champion stagger: Radiant turns every weapon into a scorch applicator, ignitions do the killing, and the rocket mods cash in Star-Eater's heavy orb flood.
Fever And Chill grants Radiant from rapid Solar weapon hits — the engine the whole loop keys off, since Radiant unlocks the two Kindling/Rays payoffs.
Kindling Trigger makes Solar weapons apply Scorch to unscorched combatants while Radiant, so your primaries feed the ignition threshold between Golden Gun casts.
Revitalizing Blast ignites a Champion when you stun it and clears your shield stun — it reacts to a stun rather than providing one, so it seeds an ignition off whatever breaker you bring.
Unraveling Orbs grants Strand weapons Unraveling Rounds when you pick up an Orb of Power or a Tangle — a flex payoff that only fires if you slot a Strand weapon; it does nothing for the all-Solar kit as listed.
Anti-Champion Nosecone gives your rockets bonus Champion damage, pairing with the overcharged heavy for burst on Barrier/Overload targets.
Rays of Precision makes Radiant Solar precision final blows ignite — the core payoff that lets Sunshot/Incandescent headshots start the cascade themselves.
Solo Operative ramps precision-kill weapon damage until you die when running solo, a strong flat boost for lone GM/Legend runs.
Where it shines
Add-dense PvE — patrol, strikes, seasonal activities, Nightfall/GM add waves where one Deadshot cast can chain a dozen ignitions.
Solo Legend/GM content — Solo Operative rewards the lone runner, Star-Eater's overshield and 200 HP heal give a survivability floor, and Radiant sustains through recharge gaps.
Champion coverage: no intrinsic breaker from this loadout — the picked Queensfoil mods carry no Champion column, Revitalizing Blast only reacts once a Champion is stunned, and Anti-Champion Nosecone is bonus rocket damage rather than a stagger. Bring Anti-Barrier/Overload/Unstoppable on your weapon perks or seasonal mods for every type; Sunshot and the Solar primary carry no intrinsic breaker (Sunshot: no champion, per manifest).
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 (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Firepower3e
Your grenade 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.
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)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown 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 (5/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Time Dilation3e
Your decaying Armor Charge has a longer duration.
Reaper1efill
Shortly 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: heal; feeding the Solar-grenade field; melee final blows spawn Orbs of Power to feed Star-Eater's overcharge. - **Chest:** Solar; Anti-Champion Nosecone is bonus rocket damage; not a stagger. Bring an Anti-Barrier/Overload/Unstoppable weapon perk or seasonal mod for actual breaking.