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Solar

Snake Eyes — Lucky Pants + Malfeasance (Solar Hunter)

Hand-cannon champion/major deleter — draw-ramp × Radiant × Malfeasance slug detonation, with built-in Unstoppable
Lucky Pants on light.gg

Centerpiece: Lucky Pants (Legs) · Subclass: Gunslinger (Solar) · Role: Hand-cannon champion/major deleter — draw-ramp × Radiant × Malfeasance slug detonation, with built-in Unstoppable Sandbox: 9.7.0 · Updated 2026-07-03

Holster, draw, delete. Malfeasance buries tainted slugs that all detonate at once — stunning survivors and carrying intrinsic Unstoppable — and Lucky Pants ramps the gun's damage on every hit the moment you draw it. Stack Radiant on top (element-agnostic) and a champion eats one drawn mag. It's the same habit from both exotics: dump a ramped mag into one priority target, then swap away.

The exotic

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."

Explosive Shadow (Malfeasance) — "Shoot tainted slugs that burrow into combatants. Stacking enough slugs causes them all to explode, stunning surviving combatants. Strong against [Stagger] Unstoppable Champions."

Lucky Pants is the armour centrepiece and Malfeasance is the co-exotic weapon; they finish each other's sentences on the draw. The Pants pay you for weapon-swapping discipline — the damage ramp triggers when you draw the hand cannon, not when you fire it, and it climbs with each hit against a combatant while stacking faster ready and accuracy. Malfeasance only asks for a few sustained hits to reach its slug cap, which the ramped, fast-readying draw makes trivial. When the slugs pop they clear the cluster and stun any surviving Unstoppable champion intrinsically. Both exotics reward the identical loop: swap to the hand cannon for a priority target and empty a ramped mag into one body.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant + precision economy that buffs a Kinetic gun element-agnostically.
SuperGolden Gun: MarksmanOn-theme precision super and an emergency delete; the Pants + gun are the sustained damage.
Class abilityMarksman's DodgeInstant reload between draws — reposition, re-draw, re-ramp.
MovementTriple JumpAir control to keep the hand cannon out; Lucky Pants also improves airborne effectiveness.
MeleeLightweight KnifePrecision-kill melee that triggers Radiant via Ember of Torches — the universal damage buff.
GrenadeHealing GrenadeSurvivability at mid-range; the gun, not the grenade, is the damage.
Aspect 1On Your MarkPrecision hits stack reload + Weapons stat ×10 — a third damage layer from just landing hits.
Aspect 2Knock 'Em DownEnhances Marksman Golden Gun (increased duration) and reinforces the Solar precision loop.
FragmentsTorches · Solace · Singeing · SearingRadiant on tap, longer buff windows, class-ability regen, and melee refunds.
Exotic armourLucky Pants (Legs)Draw ramp + faster ready/accuracy — the front-load that caps Malfeasance's slugs fast.
WeaponsMalfeasance (Kinetic HC) + special/heavyThe star + Unstoppable; the other two slots cover the champions and boss DPS the Pants can't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. The whole build is hand-cannon throughput, so the first 100 Weapons is the PvE damage bonus and On Your Mark stacks add more on top; Health is the mid-range survivability floor; Class feeds Marksman's Dodge between draws. Archetype lean: Gunner / Powerhouse (Weapons), with a Bulwark (Health) secondary.

Mods:

Artifact — Queensfoil Censer

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
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)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.
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.
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.

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).