One-button class-ability engine — a dodge arms Radiant, Scorch, Sever and an overshield at once, then Dragon's Breath cashes the stack in
Centerpiece: Fortune's Favor (Legs) · Subclass: Gunslinger · Role: One-button class-ability engine — a dodge arms Radiant, Scorch, Sever and an overshield at once, then Dragon's Breath cashes the stack in Sandbox: 9.7.0 · Created 2026-08-13
Every other Solar Hunter build asks you to earn kills. This one only asks you to hit things. Dodge, and four systems fire at once: you go Radiant, Crackshot spits three scorching shots, Festival Flight arms its sever, and a near-200 Class stat dumps most of a health bar back as overshield. Scorching anything refunds the dodge almost immediately, so the button is never off cooldown for long. Fortune's Favor turns the resulting permanent overshield into a flat damage buff on every gun you own — and Dragon's Breath, being Solar, collects the biggest version of it.
The exotic
Kismet (intrinsic): "After landing a final blow while at full health, or when out of combat for an extended duration, your shields will slowly recharge into an overshield. When you have an overshield, your weapons gain increased accuracy, stability, handling, and damage against combatants, and final blows will grant a short period of increased mobility once the overshield is depleted."
Kismet is a damage exotic wearing a survivability exotic's clothes. Clarity puts the overshield regeneration at 6.6 Void overshield HP per second and the payoff at 15% increased weapon damage against combatants — 20% for Heat-Based weapons — plus 35 Stability, 35 Handling and a 5% tighter accuracy cone. Because Dragon's Breath and The Ringing Nail are both Solar, this build is collecting the 20% bracket on its two main damage dealers, not the 15% the tooltip implies. The catch is the trigger: kills at full health, or a lull in combat. That is normally the awkward part of the exotic — but this build runs Cure and Restoration from On Your Mark and a Class-stat overshield on every dodge, so "full health" is the default state rather than a condition you chase. The overshield stops being a reward and becomes the resting state, which means the damage bonus is effectively always on.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
The only kit that turns Scorch into class-ability energy, which is the resource this entire build spends.
Super
Blade Barrage
Free choice — a Solar burst that benefits from the same Radiant and Scorch stack; swap it without touching the loop.
Class ability
Acrobat's Dodge
"…make yourself and nearby allies Radiant." The single button that starts every loop: Radiant, Crackshot, Slice and the overshield all key off it.
Movement
Triple Jump
Air control to break line-of-sight while the overshield ticks back up.
Melee
Knife Trick
A Solar throwing knife that scorches on hit — another Ember of Singeing trigger that doesn't require a kill.
Grenade
Firebolt Grenade
Seeks multiple targets and scorches all of them; because the build heals from aspects, the grenade slot is free to be offensive.
Aspect 1
Crackshot
"Activate your class ability to fire up to three scorching shots at combatants you've marked… Landing all three shots cures you." Scorch on demand with no kill and no ammo cost.
Aspect 2
On Your Mark
"Activating your class ability or landing precision hits grants you and nearby allies increased reload speed and Weapons stat… Stacks ten times." The healing and the Weapons-stat spike, from the same button.
Fragments
Ashes · Char · Singeing · Empyrean · Benevolence
Faster scorch stacking, ignition chaining, the class-ability refund, buff extension, and the ally-side regen multiplier.
Exotic armour
Fortune's Favor (Legs)
Converts the permanent overshield into a permanent 20% Solar weapon damage buff.
Weapons
Festival Flight (Kinetic GL — Slice, Attrition Orbs) · The Ringing Nail (Solar Auto — Incandescent, Burning Ambition) · Dragon's Breath (Exotic Heavy)
Sever/unravel setup, a scorch-spreading primary, and the rocket that ends things.
Fragments
Ember of Ashes"You apply more scorch stacks to targets" — Clarity: +50% scorch stacks, so ignition thresholds arrive sooner
Ember of Char"Your Solar ignitions spread scorch to affected targets" — one ignition chains into the pack; +10 Grenade
Ember of Singeing"Your class ability recharges faster when you scorch targets" — Clarity: 400% class-ability regen for 3s on scorching an unscorched target; the engine
Ember of Empyrean"Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you" — keeps Radiant and Restoration alive off the kills you're already getting; −10 Health
Ember of Benevolence"Applying restoration, cure, or radiant to allies grants increased grenade, melee, and class ability regeneration" — Clarity: 300% for 7s, no internal cooldown; −10 Grenade
Why it works (the mechanics)
One button does four jobs. Acrobat's Dodge fires Crackshot's three scorching shots, applies Radiant to you and nearby allies, arms Festival Flight's Slice ("Casting your class ability allows this weapon to sever targets on hit"), and — at a near-200 Class stat — dumps a large overshield on you. No other class ability in the game pays out on four axes at once, which is why the build's whole stat sheet is bent toward getting it back.
The dodge pays for itself, without kills. Crackshot's shots scorch targets that weren't scorched, which is exactly Ember of Singeing's trigger — 400% class-ability regeneration. So casting the ability refunds the ability. That is the "hits, not kills" claim: nothing in the core loop requires a final blow, so a bad player or a bad matchup doesn't break the engine. Ember of Benevolence stacks a further 300% on top whenever an ally is nearby to receive the Radiant, which is the real source of the "300% better in a fireteam" figure — solo, that fragment simply never fires.
The overshield is the damage buff. Fortune's Favor's Kismet needs full health to start charging; On Your Mark's cure (from landing all three Crackshot shots) and Restoration keep you pinned at full, so Kismet is nearly always charging or full. While it's up, every Solar weapon gains 20% damage — applied to Dragon's Breath's fuel ticks and ignitions, not just its impact.
Damage buffs stack multiplicatively across independent sources. Radiant, Kismet's 20%, Argent Ordnance's rocket buff, and Anti-Champion Nosecone's champion bonus all come from different buff categories, which is why a single rocket lands far harder than its base numbers suggest. Blast Radius refunds the Armor Charge that Argent Ordnance consumes on fire, so the rocket buff is self-sustaining rather than a once-per-fight cooldown.
Scorch chains into ignitions, ignitions chain into more scorch. Ember of Ashes (+50% stacks) gets targets to the ignition threshold faster; Ember of Char spreads scorch from each ignition to everything caught in it; Kindling Trigger makes your Radiant Solar weapons apply scorch on contact. Since Radiant is permanent here, The Ringing Nail scorches with a single hit, and Dragon's Breath's embedded fuel is already cooking the same targets — the two stack toward ignitions constantly.
The Strand layer is a defensive loop bolted on with two artifact mods. Festival Flight severs on hit after a dodge (weakened enemy damage output), To Shreds unravels those severed targets and drops a Woven Mail hotspot on their death. Combined with Exodus Down's 4pc Repurposed Charge — heal and damage resistance on gaining, losing, or spending Armor Charge, which Argent Ordnance does every rocket — the build carries several independent damage-resistance layers that never ask for a healing grenade.
Stats & mods
Class 200 → Weapons 200 → Grenade. Class is the primary because it sets both the overshield size on dodge and how fast the whole engine cycles; the creator reports ~75% of a health bar returned as overshield at 195 Class. Weapons is the secondary damage multiplier and also increases heavy ammo picked up per brick — the reason Dragon's Breath feels like it has infinite ammo. Lean Specialist / Gunner pieces (Class + Weapons favoured). Base rolls were ~155 Class / ~120 Weapons, with fonts closing both to ~195–200; remaining spread ~100 Melee, ~70 Grenade, ~50 Super (pushed toward 70 with a Super Font).
Mods:
Boots: Weapons Font ×2 (the guaranteed route to 200 Weapons) · Harmonic Scavenger (+3–4 heavy per brick — the ammo economy).
Arms: Harmonic Loader · Harmonic Dexterity (fast swaps out of Dragon's Breath, which auto-loads itself) · Grenade Font.
Chest: Arc Resistance · Void Resistance · Solar Ammo Generation (more Dragon's Breath bricks).
Class item: Class Font ×2 (to ~195 Class = near-max overshield per dodge) · Powerful Attraction (vacuums Orbs on dodge).
Helmet: Heavy Ammo Finder · Super Font · Harmonic Siphon (Dragon's Breath kills make Orbs).
Surge: none — this build deliberately spends the boots on Weapons Font ×2 instead of Solar Surge. Fonts are the only way to reach the 200 Weapons breakpoint here, and the damage is already coming from Kismet + Radiant + Argent Ordnance. Swap a font for Solar Surge if you're at a damage phase and already capped on Weapons.
Anti-Champion:Unstoppable intrinsic to Dragon's Breath, plus Anti-Champion Nosecone for rocket champion damage and Revitalizing Blast to ignite on stun. Overload/Barrier ride weapon archetype under Anti-Champion 2.0 — Festival Flight covers Overload in the creator's GM footage.
Artifact — Queensfoil Censer
The Solar / Rocket-Launcher artifact, and the reason the rocket hits as hard as it does. It builds Armor Charge off rocket and grenade-launcher kills, spends that charge for rocket damage, and converts champion stuns into free ignitions — while a Strand pair grafts a Woven Mail defensive loop onto a Solar build.
(Armorsmith is a Tier 1 mod filling a Tier 2 slot — lower-tier perks may be slotted upward, never the reverse.)
Kindling Trigger — "Radiant causes Solar Weapons to apply Scorch to unscorched combatants." Since Radiant is permanent here, one Ringing Nail bullet scorches — which also re-triggers Ember of Singeing's class-ability refund.
Blast Radius — "Rapid final blows with Rocket Launchers and Grenade Launchers grant Armor Charge." Both Dragon's Breath and Festival Flight feed it, and Dragon's Breath's ignitions count as rocket kills.
Armorsmith — breaking a shield grants damage resistance and increased melee damage; a fourth DR layer alongside Woven Mail, Restoration and Repurposed Charge.
Revitalizing Blast — "Stunning a Champion causes it to ignite and clears your shield stun." Every Unstoppable the rocket stuns detonates for free, and Ember of Char spreads that ignition outward.
Anti-Champion Nosecone — flat rocket damage increase against champions, stacked onto the rocket already stunning them.
Argent Ordnance — spends one Armor Charge per rocket fired for increased damage and reload; Blast Radius immediately refunds the charge, so it's a loop rather than a one-shot.
To Shreds — "Dealing sustained damage to severed targets unravels them. Defeating a severed target creates a hotspot of Strand energy, granting Woven Mail to nearby allies." Pairs directly with Festival Flight's Slice.
Where it shines
Grandmaster and −50 content. This is the creator's stated context (a −50 GM, solo in the boss room). The build's value proposition is that its uptime doesn't degrade when you stop getting kills, which is exactly what breaks most builds at high contest.
Fireteam play. Ember of Benevolence only fires when you apply Radiant, Cure or Restoration to allies, so Acrobat's Dodge is worth roughly double in a group. The creator never triggered it once in the recorded solo run — treat the fireteam version as a genuinely different, faster build.
Champion coverage:Unstoppable intrinsically from Dragon's Breath's Composite Propellant. Overload from Festival Flight's archetype (Anti-Champion 2.0 sources champion stuns from weapon archetype, not mods). Barrier is the gap — The Ringing Nail's archetype should cover it; confirm in-game before a GM and swap if not.
Boss and miniboss damage. Kismet's 20% Solar bracket, Radiant, Argent Ordnance and Anti-Champion Nosecone all multiply the same rocket, with Blast Radius keeping the Armor Charge topped up between shots.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (3/10)
Super Font1e
You gain a bonus to your Super stat while you have any Armor Charge. Armor Charges decay over time.
Super Font1e
You gain a bonus to your Super stat while you have any Armor Charge. Armor Charges decay over time.
Harmonic Siphon1e
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 (4/10)
Harmonic Dexterity1e
Faster ready and stow speed for Arc weapons. Faster ready and stow speed for Solar weapons. Faster ready and stow speed for Stasis weapons. Faster ready and stow speed for Strand weapons. Faster ready and stow speed for Void weapons.
Harmonic Dexterity1e
Faster ready and stow speed for Arc weapons. Faster ready and stow speed for Solar weapons. Faster ready and stow speed for Stasis weapons. Faster ready and stow speed for Strand weapons. Faster ready and stow speed for Void weapons.
Harmonic Loader2e
Increases reload speed of Arc weapons. Increases reload speed of Solar weapons. Increases reload speed of Stasis weapons. Increases reload speed of Strand weapons. Increases reload speed of Void weapons.
Chest (5/10)
Solar Ammo Generation2e
Increases the ammo generation of Solar weapons.
Solar Ammo Generation2e
Increases the ammo generation of Solar weapons.
Void Resistance1e
Reduces incoming Void damage from combatants.
Legs (7/10)
Weapons Font3e
You gain a bonus to your weapons stat while you have any Armor Charge. Your Armor Charge decays over time.
Weapons Font3e
You gain a bonus to your weapons stat while you have any Armor Charge. Your Armor Charge decays over time.
Harmonic Scavenger1e
Arc weapons get bonus reserves when picking up ammo used by that weapon. Solar weapons get bonus reserves when picking up ammo used by that weapon. Stasis weapons get bonus reserves when picking up ammo used by that weapon. Strand weapons get bonus reserves when picking up ammo used by that weapon. Void weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (7/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
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: already capped on Weapons. - **Anti-Champion:** **Unstoppable** intrinsic to Dragon's Breath; plus **Anti-Champion Nosecone** for rocket champion damage; **Revitalizing Blast** to ignite on stun. Overload/Barrier ride weapon archetype under Anti-Champion 2.0 — Festival Flight covers Overload in the creator's GM footage.