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Solar

Skitterbomb — Athrys's Embrace (Solar Hunter)

Precision skill-knife duelling that one-taps majors and staggers Unstoppables.
Athrys's Embrace on light.gg
Your gear best achievable Melee 120 / 180 target — 60 short
Health 40 · Melee 120 · Grenade 16 · Super 47 · Class 43 · Weapons 93 · armour only; stat mods + fragments add more

Centerpiece: Athrys's Embrace (Gauntlets) · Subclass: Gunslinger · Role: Precision skill-knife duelling that one-taps majors and staggers Unstoppables. Sandbox: 9.7.0 · Updated 2026-07-03

You shoot to arm a knife, not to kill. Land a burst of crits and your Weighted Knife swells with damage, gains a second homing bounce, and starts stunning anything unshielded. Then it is bank shots around corners that delete majors and stagger Unstoppable Champions — a duel won by the throw, not the trigger.

The exotic

Skittering Stinger: Weighted Knife gains a second bounce. Rapid precision hits with your weapons grant Weighted Knife a significant damage bonus, bonus melee, and the ability to stun unshielded combatants for a short time.

Empowered Weighted Knife is strong against [Stagger] Unstoppable Champions.

Athrys's Embrace turns ordinary crit gunplay into a melee empowerment engine. Three precision hits inside 2.5 seconds arm the "Strengthened Throwing Knife" buff for 10 seconds — extended 5 seconds per further precision hit up to a 30-second ceiling. While it holds, the knife deals 300% increased damage in PvE (100% in PvP), grants +50 Strength, and stuns Unstoppable Champions; the buff is consumed on the next knife hit. The second bounce comes with greatly increased tracking and velocity, so a banked throw still keeps its precision behaviour around cover. The play pattern is simply: fire two-to-three crits, then throw a supercharged skill-shot that one-taps red and orange bars and staggers champions with no weapon-archetype cost.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant, Scorch and precision-melee identity all live on Solar Hunter.
SuperGolden Gun: MarksmanPrecision super that finishes the targets a single knife should not solo.
Class abilityGambler's DodgeNear an enemy it refunds up to 200% melee energy, rearming the knife on demand.
MovementTriple JumpAir control to line up banked knife angles over cover.
MeleeWeighted Throwing KnifeThe exotic's required melee; a precision kill instantly refunds it (base behaviour).
GrenadeTripmine / HealingFlex — Tripmine for a Solar kill, Healing for survivability.
Aspect 1Knock 'Em DownWhile Radiant, throwing-knife final blows fully refund melee energy, doubling the refund loop.
Aspect 2On Your MarkLanding precision hits grants stacking reload/Weapons — the same crits that arm the knife.
FragmentsTorches · Eruption · Searing · EmpyreanKnife hit makes you Radiant, scorch kills feed melee, ignitions run bigger and last longer.
Exotic armourAthrys's Embrace (Gauntlets)Empowers the knife and gives it its Unstoppable-stun champion answer.
WeaponsKinetic high-crit primary · Solar primary w/ Incandescent · Solar Rocket LauncherThe Kinetic/Solar primaries arm the knife; Incandescent + Radiant apply Scorch, and the rocket leans on Anti-Champion Nosecone.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Weapons → Class. Skirmisher/Brawler lean: Melee maxes Gambler's Dodge refund and knife uptime, Weapons feeds On Your Mark and gunplay, Class shortens the dodge cooldown.

Mods:

Artifact — Queensfoil Censer

The Solar artifact built for the same precision-hit economy the knife runs on: it turns crits into Radiant, Radiant into Scorch and ignitions, and answers Unstoppables both through the empowered knife and a champion-stun ignite.

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.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee 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 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1e fillReduces melee cooldown when using 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: matching the primaries; rocket. - Anti-Champion: none needed for Unstoppable — the strengthened knife staggers it intrinsically; bring Barrier/Overload via weapon perks.