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Solar

Wildfire — Caliban's Hand + Sunshot (Solar Hunter)

Ignition-chain ad-clear — Sunshot's explosive rounds stack Scorch into Ignitions, every Ignition fully refunds Caliban's Proximity Knife, and the knife re-ignites the next pack
Caliban's Hand on light.gg

Anchor: Caliban's Hand · Subclass: Gunslinger (Solar) · Role: Ignition-chain ad-clear — Sunshot's explosive rounds stack Scorch into Ignitions, every Ignition fully refunds Caliban's Proximity Knife, and the knife re-ignites the next pack Sandbox: 9.7.0 · Created 2026-06-24

Sunshot makes every kill a little Solar bomb; Caliban's Hand makes every Ignition hand your knife straight back. So the gun lights the room, the room ignites, the ignitions refund the knife, and the knife starts the next ignition. Two exotics, one fire that never goes out.

The pairing — why two exotics, not one

Caliban's Hand is the gauntlets, Sunshot is the Primary — both pure Solar, both built on Scorch → Ignition:

Loadout

SlotPickWhy
SuperGolden Gun: DeadshotRoaming Solar pistol — disintegrates packs, marks targets more vulnerable, and the kills feed Gunpowder Gamble. On-theme ad-clear, not a single-target dump.
Class abilityAcrobat's DodgeDodge → Radiant (element-agnostic +25% on Sunshot and the knife) without spending a fragment slot on it.
MeleeProximity Explosive KnifeCaliban's mandatory melee — scorches on explosion, ignites on kill, refunds itself on the ignition.
GrenadeIncendiary GrenadeA wide Scorch puddle — pre-loads a pack toward the Ignition threshold before you even shoot.
Aspect 1On Your MarkPrecision hits stack reload + Weapons stat ×10 → a third damage layer just from landing Sunshot crits. 3 fragment slots.
Aspect 2Gunpowder GambleKills charge an improvised Solar explosive you toss for a free Ignition — a second igniter for when the knife is mid-refund. 1 fragment slot.
Fragments (4)

Exotic armour — Caliban's Hand (Gauntlets)

Roast 'Em: Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow. After throwing a Proximity Knife, you gain increased melee regeneration until the knife explodes. Gain a small amount of melee energy when your Scorch damages a target, and Ignition final blows fully refund melee energy and can overflow into an additional knife charge.

Three feeds on one ability: regen-while-thrown, melee-on-Scorch-tick, and the big one — full refund + overflow charge on an Ignition kill. With Sunshot stacking Scorch for you, ignitions are constant, so the knife is effectively free.

Exotic weapon — Sunshot (Hand Cannon · Solar · Primary)

Sunburn: "This weapon fires explosive rounds and highlights targets that take damage from Sunshot."

150-RPM Solar HC. The explosive rounds are AoE Solar damage on every shot, and highlighted targets that die detonate and chain — so one Sunshot kill can cascade through a pack, spreading Scorch (with Ember of Ashes) until something ignites. It's an Ignition factory with a trigger.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Weapons 150 → Health 100 → Melee 100 → Class 60 → Super/Grenade dump.

Archetypes: Gunner / Powerhouse (Weapons), Bulwark (Health), Brawler (Melee), Specialist (Class). Mods: Hand Cannon Loader + Scavenger, Hand Cannon Targeting, Solar Weapon Surge ×2 on boots, Solar/Harmonic Siphon, Firepower / Heavy Handed for grenade-from-melee.

Artifact — Queensfoil Censer (Season of the Wish)

Picks (2/3/2): Kindling Trigger + Fever And ChillRevitalizing Blast + Anti-Champion Nosecone + Perpetual DestructionRays of Precision + Solo Operative The Solar/Radiant artifact — it reads like a Sunshot ignition sheet:

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
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 (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Firepower 3eYour grenade final blows create Orbs of Power.
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.
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 1eYour 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