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Solar

Trapline — Young Ahamkara's Spine (Solar Hunter)

Tripmine area-denial spam
Young Ahamkara's Spine on light.gg
Your gear best achievable Grenade 137 / 200 target — 63 short — needs better rolls
Health 35 · Melee 25 · Grenade 137 · Super 40 · Class 76 · Weapons 61 · armour only; stat mods + fragments add more

Centerpiece: Young Ahamkara's Spine (Gauntlets) · Subclass: Gunslinger · Role: Tripmine area-denial spam Sandbox: 9.7.0 · Updated 2026-07-03

You do not throw grenades here, you build a floor. Bigger, longer-lived tripmines get pre-laid across a lane, and because every scrap of ability damage refunds tripmine energy — the mines' own blasts included — the traps part-fund their own replacements. Herd the pack down the corridor, watch the chain go off, re-arm, repeat. The corridor is the build.

The exotic

Wish-Dragon Teeth: Increases Tripmine Grenade duration and blast radius. Ability damage grants Tripmine Grenade energy.

Two clauses do all the work. The first turns a reactive grenade into pre-placed area denial: a longer-lived, wider Tripmine can be armed on a doorway or revive plate before the fight and still be live when the pack arrives, which no cooldown-on-demand grenade can do. The second is the engine — any ability damage feeds Tripmine energy, and a Tripmine's own detonation is ability damage, so each mine part-funds the next. Every other damage verb on the kit pours into the same meter: knife throws, Gunpowder Gamble's explosive, and the Blade Barrage super all read as ability damage. The exotic makes the grenade a battery every button recharges.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant, scorch and ignition verbs that turn traps into chains.
SuperBlade BarrageA flood of ability-damage projectiles that dumps straight into tripmine energy.
Class abilityGambler's DodgeNear-melee dodge refunds the Throwing Knife for another ability-damage hit.
MovementTriple JumpExtra air control to place and re-place mines around a lane.
MeleeKnife TrickA fan of knives — three instances of ability damage — feeding grenade energy and Radiant.
GrenadeTripmine GrenadeThe trap the whole build is built around.
Aspect 1Gunpowder GambleA fourth Solar explosive whose damage also refunds tripmines and starts ignitions.
Aspect 2Knock 'Em DownEnhances Blade Barrage (more projectiles) and refunds melee on Radiant knife kills.
FragmentsAshes · Eruption · Torches · BlisteringTurn trap scorch into ignitions and route ignition kills back to grenade energy.
Exotic armourYoung Ahamkara's Spine (Gauntlets)Bigger, longer tripmines + the ability-damage → tripmine-energy refund loop.
WeaponsSolar primary (Incandescent) · flex special · Rocket LauncherIncandescent spreads scorch between traps; the rocket feeds the artifact's champion + ammo mods.
Fragments

Why it works (the mechanics)

Stats & mods

Grenade 200 → Melee → Class. Lean Demolitionist (Grenade/Class) with a Siegebreaker (Health/Grenade) secondary — the whole build is grenade uptime, with melee close behind for the Knife Trick refunds and Class for dodge cadence.

Mods:

Artifact — Queensfoil Censer

The Wish artifact's Solar rows amplify the exact loop: Radiant rides your knives, turns gun damage into Scorch, and tips survivors into the ignition chains the traps set up — plus a champion-ignite line and a rocket package for the heavy slot.

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (9/10)Firepower 3eYour grenade final blows create Orbs of Power.
Firepower 3eYour grenade final blows create Orbs of Power.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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 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.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (3/10)Bomber 1eReduces grenade 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: the rocket that anchor the kit. - **Anti-Champion:** artifact-sourced — Revitalizing Blast ignites on stun; Anti-Champion Nosecone hardens the rocket vs Champions.