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Solar

High Noon — Lucky Pants (Solar Hunter)

Hand cannon champion and major deleter
Lucky Pants on light.gg

Centerpiece: Lucky Pants (Legs) · Subclass: Gunslinger · Role: Hand cannon champion and major deleter Sandbox: 9.7.0 · Updated 2026-07-03

Draw a hand cannon, and for a few seconds every hit ramps its damage higher and higher. This is not a boss-DPS build any more — 9.7.0 pushed Lucky Pants out of that lane and squarely into this one: champions, minibosses, and anything orange that needs to stop existing inside a single magazine. The fantasy is discipline — holster, draw, delete, holster again.

The exotic

Lucky Pants (Leg Armor) — Illegally Modded Holster: Improves sprint, slide, and airborne effectiveness while a Hand Cannon is equipped. For a short time after being drawn, Hand Cannons ready faster, are more accurate, and each hit against a combatant increases Hand Cannon damage.

The whole build lives inside that "for a short time after being drawn" window. Readying a hand cannon grants Illegally Modded Holster, and in PvE every direct hit adds a stack — up to ten — each worth 45% increased impact damage, so a full stack is +450% on most hand cannons. Crucially the buff is paid out on the draw, not on kills: you work with another weapon, swap to the hand cannon for a priority target, and let the ramp climb. There is a catch the perk text hides — swapping away above seven stacks, or letting the window lapse, inflicts Out of Luck, a ten-second lockout before you can re-arm the holster. That single downside is what makes this a discipline build rather than a spam build.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant and Restoration verbs keep the hand cannon lethal and you alive between draws.
SuperGolden Gun: MarksmanStays on-theme as a precision execute; Knock 'Em Down extends its duration.
Class abilityMarksman's DodgeInstantly reloads the drawn hand cannon and repositions between priority targets.
MovementTriple JumpMaximum air control to reposition for the next clean draw.
MeleeLightweight KnifePrecision knife kills feed the Radiant loop via Ember of Torches.
GrenadeHealing GrenadeSustain so the gun stays the damage source, not your health bar.
Aspect 1On Your MarkPrecision hits stack reload and Weapons stat ×10, curing you at max stacks.
Aspect 2Knock 'Em DownEnhances Marksman Golden Gun duration; refunds knife melee on Radiant final blows.
FragmentsTorches · Empyrean · Solace · SingeingRadiant on demand, extended and refreshed by Solar kills, plus class-ability regen.
Exotic armourLucky Pants (Legs)The centerpiece — turns every hand-cannon draw into a stacking damage ramp.
WeaponsEriana's Vow · a Heavy Burst / Spread Shot HC · Rocket LauncherSpecial HC for Barrier + the ramp, a second HC for the other champion, Rocket Launcher for cleanup (fed by the artifact's Nosecone + Perpetual Destruction).
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Lean Powerhouse (Weapons/Super) with Gunner-primary pieces; Weapons is the whole point, Health keeps you upright between draws, Class feeds Marksman's Dodge reloads.

Mods:

Artifact — Queensfoil Censer

The Solar precision half of Queensfoil's pool is a clean fit for a build that is nothing but precision hits: Radiant on tap, precision kills that ignite, and a solo damage ramp on top of the Lucky Pants ramp. Champion coverage rides the hand-cannon archetypes plus a champion-ignite stun.

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 (8/10)Weapon Loader (faster reload) 3e
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)Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Solar Weapon Surge 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2e fillAutomatically 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: the Golden Gun. - **Anti-Champion:** intrinsic — Eriana's Vow (Barrier) plus your second hand cannon's frame (Unstoppable or Overload).