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Solar

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

Ignition-chain ad-clear that turns every burning pack back into a free Proximity Knife
Caliban's Hand on light.gg

Centerpiece: Caliban's Hand (Gauntlets) · Subclass: Gunslinger (Solar) · Role: Ignition-chain ad-clear that turns every burning pack back into a free Proximity Knife Sandbox: 9.7.0 · Updated 2026-07-03

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

The exotic

Roast 'Em: Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow.

Caliban's Hand turns the Proximity Knife into a Solar detonator: its explosion scorches everything it damages, and a final blow ignites. That is the sourced text — scorch on contact, ignite on kill. The build's engine hangs off what an ignition then feeds back: the Gunslinger fire economy is meant to trickle melee energy off Scorch and Ignition, so the knife stops being a plain cooldown and becomes a resource you spend and reclaim. On its own a lone knife can't ignite fast enough to keep that loop lit, which is why the piece begs for an external Scorch source. Pair it with a weapon that manufactures ignitions and the melee stays warm, pack after pack. (The exact melee-refund and overflow magnitude sits beyond the encyclopedia line — flagged in Verify.)

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch/Ignition subclass — the only kit where Caliban's ignitions, Radiant, and Firesprites all live natively.
SuperGolden Gun: DeadshotRoaming Solar pistol that disintegrates packs and marks targets, and its kills feed Gunpowder Gamble — on-theme ad-clear, not a single-target dump.
Class abilityAcrobat's DodgeLanding after the dodge grants Radiant for 10s (+25% to Sunshot and the knife) without spending a fragment slot on it.
MovementTriple JumpExtra mid-air resets to reposition around a burning pack and stay out of melee range while the ignitions do the work.
MeleeProximity Explosive KnifeCaliban's mandatory melee — scorches on explosion, ignites on final blow; the melee-refund loop rides on that Ignition (magnitude flagged in Verify).
GrenadeIncendiary GrenadeA wide Scorch puddle that pre-loads a pack toward the Ignition threshold before you fire a shot.
Aspect 1On Your MarkPrecision hits stack reload + Weapons stat ×10 — a third damage layer just for landing Sunshot crits; 3 fragment slots.
Aspect 2Gunpowder GambleKills charge an improvised Solar explosive you toss for a free Ignition — a spare igniter for when the knife is mid-refund; 1 fragment slot.
FragmentsAshes · Searing · Torches · EmpyreanFaster Scorch, melee/Firesprite refunds, on-tap Radiant, and Radiant/Restoration extension — the fire economy in four chips.
Exotic armourCaliban's Hand (Gauntlets)The centerpiece — the knife scorches on explosion and ignites on final blow; the build rides the melee refund off that Ignition (see Verify).
WeaponsSunshot + Solar special/heavySunshot is the Ignition factory; a Solar heavy keeps surges live and covers the boss-DPS ad-clear can't chew.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Melee. Lean Gunner/Powerhouse for the Weapons ceiling, with enough Bulwark (Health) to hold mid-range and Brawler (Melee) so the first knife of a fight lands before the refund loop is spun up.

Mods:

Artifact — Queensfoil Censer

The Solar/Radiant artifact reads like a Sunshot ignition sheet — it doubles down on Scorch, Radiant, and turning fire into champion damage.

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)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee 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 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.
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 (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade 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: a Solar heavy. - **Anti-Champion:** ignitions (stagger) + Revitalizing Blast (artifact) + Barrier/Overload archetype frames on the other two slots.