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Solar

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

SlotPickWhy
SubclassGunslinger (Solar)Native Golden Gun class; every scorch/ignition verb lives here.
SuperGolden Gun: DeadshotSix rapid hip-fire shots that scorch; final blows refund a round and extend duration.
Class abilityAcrobat's DodgeFront-flip Solar-knife dodge that arms Crackshot; airborne-capable in 9.7.0.
MovementTriple JumpMaximum aerial control to line up Gamble detonations and dodge windows.
MeleeKnife TrickFan of scorching knives — extra ignition fuel between Supers.
GrenadeSolar GrenadeLingering lava field that keeps scorch ticking on a chokepoint.
Aspect 1CrackshotClass ability fires up to three scorching shots at marked targets; landing all three cures you — a mini Golden Gun on every dodge.
Aspect 2Gunpowder GambleKills charge an improvised Solar explosive you throw and shoot mid-air to force an ignition.
FragmentsAshes · Searing · Torches · EruptionMore scorch per hit, scorch-kill melee/Firesprite returns, on-demand Radiant, bigger ignition radius.
Exotic armourStar-Eater Scales (Legs)Orbs overcharge Deadshot into a +70% heal-and-overshield nuke.
WeaponsSolar primary w/ Incandescent · Sunshot (Solar HC, 150 RPM) · Legendary Solar rocketIncandescent/Sunshot spread scorch between casts; the rocket cashes in the artifact's Champion + orb mods.
Fragments

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

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 (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Firepower 3eYour grenade 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.
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)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
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 (5/10)Bomber 1eReduces grenade cooldown when using your class ability.
Time Dilation 3eYour decaying Armor Charge has a longer duration.
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: 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.