← Back
Solar

Snake Eyes — Lucky Pants + Malfeasance (Solar Hunter)

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

Anchor: Lucky Pants · Subclass: Gunslinger (Solar) · Role: Hand-cannon champion/major deleter — Lucky Pants draw-ramp × Radiant × Malfeasance slug detonation, with built-in Unstoppable Sandbox: 9.7.0 · Created 2026-06-24

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 +25%) and a champion eats one drawn mag. It's the same habit from both exotics: dump a ramped mag into one priority target.

The pairing — why two exotics, not one

Lucky Pants is the armour (legs), Malfeasance is the weapon — they coexist and finish each other's sentences:

Loadout

SlotPickWhy
SuperGolden Gun: MarksmanOn-theme precision super; Nighthawk optional. The Pants + gun are the damage.
Class abilityMarksman's DodgeInstant reload between draws — reposition, re-draw, re-ramp.
MeleeLightweight / Throwing KnifePrecision-kill Radiant via Ember of Torches — the universal damage buff for a Kinetic gun.
GrenadeHealing GrenadeSustain; the gun is the damage.
Aspect 1On Your MarkPrecision hits stack reload + Weapons stat ×10 → Restoration at max — a third damage multiplier from just landing HC hits.
Aspect 2Knock 'em DownCure on Super cast + enhanced Golden Gun, and a second Radiant source.
Fragments

Exotic armour — Lucky Pants (Legs)

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."

9.7.0 tuning pushed it off the boss-DPS throne (−33% vs bosses) and squarely into the champion/major lane this build occupies. The buff is on the draw, not the shot — it pays you for weapon-swapping discipline.

Exotic weapon — Malfeasance (Hand Cannon · Kinetic · Primary)

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

180-RPM Kinetic HC. Burrow slugs → detonation → AoE + Unstoppable stun. With Lucky Pants' ramp and Radiant layered on, the slug count caps fast and the detonation hits hard enough to clear a cluster or stagger a champion in one mag.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Weapons 200 → Health 100 → Class 60 → Super/Grenade/Melee dump.

Archetypes: Gunner / Powerhouse (Weapons), Bulwark (Health), Specialist (Class). Mods: Hand Cannon Loader + Scavenger, Hand Cannon Targeting, Special/Heavy ammo finders. Note: Malfeasance is Kinetic, so elemental Weapon-Surge mods do nothing for it — lean on Radiant + Lucky Pants + the Weapons stat instead (a surge matters only for a Solar/Arc/etc. secondary).

Artifact — Queensfoil Censer (Season of the Wish)

Picks (2/3/2): Fever And Chill + Kindling TriggerRevitalizing Blast + Anti-Champion Nosecone + Perpetual DestructionRays of Precision + Solo Operative The Solar/Radiant + precision artifact for a Gunslinger. The Solar-HC mods key off the knife/super and Radiant economy; Solo Operative is the headline for the gun itself.

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 Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
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: **Hand Cannon Targeting**.

The loop