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Solar

Skinning Knife — Ophidia Spathe (Solar Hunter · PvP)

Chip-to-knife duel finisher — Crucible, Trials & Comp
Ophidia Spathe on light.gg

Centerpiece: Ophidia Spathe (Chest) · Subclass: Gunslinger · Role: Chip-to-knife duel finisher — Crucible, Trials & Comp Sandbox: 9.7.0 · Updated 2026-07-03

You carry two knives in the chamber, not one. Chip a guardian down with the hand cannon, then throw — and because Ophidia hands you a second charge and refunds on the kill, the knife is never the last thing you do in a fight. Two crits and a flick of the wrist is a kill from a range a shotgun aper can't punish. Gun sets it up, knife closes it, the kill buys the next knife back.

The exotic

Scissor Fingers: Gain a second knife per charge. Getting a final blow with a throwing knife grants consecutive knives a temporary stacking damage bonus. Gambler's Dodge refreshes the bonus timer.

Grants an extra Solar Melee Ability charge. All Melee charges are recharged simultaneously (e.g.: both are recharged on Gambler's Dodge). Throwing Knife Kills increase Throwing Knife damage by 30%|60%|200% after 1|2|3 Kills for 5 seconds. Class Ability usage refreshes the buff's duration. (Clarity)

Ophidia turns the throwing knife from a one-per-fight gimmick into a repeatable finisher. You hold two melee charges at once, so a whiff still leaves a loaded knife in the chamber and a hit leaves you another for the 1v2. Both charges recharge on the same clock, which means Gambler's Dodge refunds both at once — the reset button for a duel. On a knife kill the damage ramp climbs (+30% / +60% / +200% at 1/2/3 kills for 5s); in PvP you mostly live at the +30% tier, which makes the next knife noticeably hotter for a back-to-back trade, and any class-ability use refreshes that timer so a dodge holds the ramp alive across a lull.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant, throwing-knife identity, and the Knock 'Em Down refund loop all live on Solar Hunter.
SuperGolden Gun: MarksmanRanged one-shots for the clutch/anchor round; Knock 'Em Down extends its duration and precision kills refund Super energy.
Class abilityGambler's DodgeThe reset — dodging refunds both knife charges simultaneously (Ophidia) plus i-frames to break a peek; also refreshes the damage-ramp timer.
MovementTriple JumpAir control to change the knife's throw angle and bait the duel; swap Strafe Jump if you play flatter.
MeleeWeighted KnifeThe PvP knife — a single accurate throw with a precision bonus; after gun chip one headshot finishes and arms the refund loop.
GrenadeTripmine GrenadeA lethal trap for flanks and chokes, and a way to secure a chip kill that frees a knife back; Healing Grenade is the anchor-point flex.
Aspect 1Knock 'Em DownWhile radiant, throwing-knife final blows refund melee energy — with Ophidia that restores a charge, and it also buffs all three Golden Guns.
Aspect 2On Your MarkClass-ability use or precision hits stack Weapons + reload ×10; at ten stacks final blows cure you — real duel sustain off your chip crits.
FragmentsTorches · Solace · Searing · EmpyreanKnife-hit radiant to arm the refund, extended radiant windows, melee energy off scorched kills, and radiant sustain through a multi-kill.
Exotic armourOphidia Spathe (Chest)Second knife charge + on-kill damage ramp + both-charge Gambler's refund — the entire duel economy.
Weapons140 RPM Hand Cannon · Sidearm/SMG · Sniper or ShotgunChip primary that leaves the target one knife from dead, a close-lane option, and a special for the range the knife can't reach.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Class → Weapons. Knife recharge is the build's tempo, so Melee is the primary; Class second so Gambler's Dodge (the both-charge reset + i-frame) is back every duel; Weapons third for handling/reload on the chip gun. This is a recovery/tempo lean, not a burst-DPS spread — Health carries the fourth slot for the trades, and Grenade/Super sit lowest.

Mods:

Artifact — Queensfoil Censer

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.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Melee Kickstart 1e fillWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Chest (6/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (5/10)Absolution 3eReduces all ability cooldowns 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 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)Outreach 1eReduces melee cooldown when using your class ability.
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.

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: ability regen to keep Tripmine; any Solar primary. - **Anti-Champion:** none — standard Crucible runs no Champions.