A primary Sidearm that holds the trigger into a Solar laser beam, stuns Unstoppables on its own, and litters the floor with Firesprites every kill. Solar Gunslinger is built to eat Firesprites for ability energy and to turn the beam's burn into full ignitions — the gun feeds the subclass and the subclass feeds the gun. The catalyst then pays you a stacking damage buff for every Firesprite you scoop. Hold the beam, vacuum the sprites, melt the room.
The weapon
Close the Gap (exotic intrinsic, verbatim from `exotics.md`):
Final blows create Firesprites. After picking up a Firesprite, [Alternate Weapon Action] to enable a high-powered Solar laser beam mode. Strong against [Stagger] Unstoppable Champions.
Devil's Ruin Catalyst — Collective Action (verbatim from `catalysts.md`):
Collecting an Elemental pickup or destroying a Tangle grants this weapon a stacking period of increased damage. Throwing a Tangle provides additional time.
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Elemental pickups include [Solar]Firesprites, [Void]Void Breaches, [Arc]Ionic Traces, [Stasis]Stasis Shards, and [Strand]Strand Tangles.
What it does: tap-fire is a fast 300-RPM Solar Sidearm; hold the trigger — after grabbing a Firesprite — and it becomes a continuous high-powered laser that scorches and stuns Unstoppable Champions with a bespoke intrinsic Stagger, no anti-Champion mod spent. Because its own final blows make Firesprites, the beam is self-sustaining: kill → sprite → grab → beam → kill. The catalyst closes the loop into raw damage — every Firesprite you collect counts as an Elemental pickup and adds a stacking damage buff to the gun itself. Since this build manufactures Firesprites from three separate sources, that buff stays lit permanently, and you are paid for playing the subclass exactly as it wants to be played.
Loadout
Slot
Pick
Why
Subclass
Solar — Gunslinger
The only subclass whose economy runs on Firesprites, scorch and ignitions — exactly what Devil's Ruin produces.
Super
Golden Gun: Marksman
Stays on-theme and Knock 'Em Down enhances it; it also feeds Ember of Combustion's Super-ignition sprites.
Class ability
Marksman's Dodge
Reload-on-dodge tops the beam off instantly and re-triggers On Your Mark's class-ability condition.
Movement
Triple Jump
Extra mid-air resets to reposition the beam and vacuum scattered Firesprites without dropping the burn.
Melee
Proximity Explosive Knife
The knife Caliban's Roast 'Em keys off — it scorches on detonation and ignites on final blow, feeding Ember of Searing's melee-energy + Firesprite loop.
Grenade
Tripmine Grenade
Ignites for Ember of Blistering grenade refunds and adds a second scorch/Firesprite source to the pack.
Aspect 1
Gunpowder Gamble
Defeating targets charges a Solar explosive that ignites — every Devil's Ruin kill feeds the charge, and the ignition makes a Firesprite and spreads scorch.
Aspect 2
On Your Mark
Class-ability use or precision hits grant reload + increased Weapons stat; the beam is sustained precision damage, so it stacks this passively while it burns.
Fragments
Searing · Combustion · Blistering · Torches
Four Solar sprite/ignition/Radiant fragments — the sprite engine, the Super tie-in, the grenade refund and the free Radiant opener.
Exotic armour
Caliban's Hand (Gauntlets)
Roast 'Em makes the knife ignite on final blow, a guaranteed ignition primer that stacks with the beam's scorch for fast ignitions → Blistering grenade + Searing sprites.
Weapons
Solar Special + Heavy MG/Rocket
A Solar Special (Heal Clip/Incandescent) keeps surges and scorch-spread live; the Heavy is your true boss-DPS slot since Devil's Ruin is only a primary.
Fragments
Ember of Searing · Ember of Combustion · Ember of Blistering · Ember of Torches — Searing turns scorched-target kills into a Firesprite + melee energyprimary sprite engine); Combustion makes Solar Super final blows ignite and drop a Firesprite; Blistering returns grenade energy on Solar-ignition kills; Torches makes a powered melee grant Radiant to you and allies. (Swap Torches for Ember of Solace for longer Radiant/Restoration if you run Knock 'Em Down.
Why it works (the mechanics)
The Firesprite loop is fully self-contained. Devil's Ruin final blows create Firesprites (intrinsic), and you need a Firesprite to enable the beam — so the gun bootstraps its own special mode. Ember of Searing then creates a second Firesprite every time a scorched target dies, and the beam scorches constantly, so you are never short of sprites for the beam or the catalyst.
The catalyst turns sprite-vacuuming into a damage buff on the gun. Collective Action stacks increased damage every time you collect a Firesprite (an Elemental pickup). This build makes Firesprites from the gun, from Searing, from Combustion and from Gunpowder Gamble ignitions, so the buff runs at near-permanent uptime, paid for by playing normally.
It is your Unstoppable answer with no mod slot spent. The beam carries an intrinsic [Stagger] Unstoppable stun (Anti-Champion 2.0 bespoke exotic stun). No Unstoppable artifact mod is needed — that frees the artifact for surge and economy mods, and your Special/Heavy archetypes cover Barrier/Overload.
Caliban plus the beam is a two-source ignition engine. The knife ignites on final blow (Caliban's Roast 'Em) while the beam scorches, and the stacking scorch tips into ignitions; Gunpowder Gamble's thrown explosive ignites a whole pack. Every ignition spreads scorch (more Searing sprites), refunds grenade energy (Blistering) and re-charges Gunpowder off the kills.
On Your Mark double-dips the beam. Sustained beam = sustained precision hits = On Your Mark stacks, layering an increased-Weapons-stat buff on top of the Collective Action stacks. Two independent multipliers, both fuelled by just holding the trigger — and Marksman's Dodge re-arms the aspect between packs.
Radiant rides for free. One knife (Ember of Torches) makes you and nearby allies Radiant on the beam, and Caliban's scorch keeps scorched targets dying into Searing. The opener — knife → Radiant → beam — is the only piece of rotation; everything after it self-sustains.
Stats & mods
Weapons 200 → Class → Health. Weapons maxes the beam's PvE damage and compounds On Your Mark; Class feeds Marksman's Dodge (the reload/On-Your-Mark trigger) and regen; Health is the cheap dump since Radiant, Cure/Restoration (Torches/Solace) and Caliban carry survivability.
Archetype-wise, lean on Weapons/Class-favouring pieces (Gunner/Specialist-leaning).
Mods:
Boots: Solar Weapon Surge ×2 (Solar weapon damage straight onto the beam) · Sidearm/Solar Scavenger to keep reserves up — the beam drains the mag fast.
Arms: Sidearm Loader for snappier reloads between bursts · Melee Font if you want Caliban's knife back faster.
Chest: Resist mods (Solar/Arc) for GM survivability; the build has no Chest-specific requirement.
Class item: Powerful Attraction — dodge vacuums Firesprites and orbs in one button, directly arming the beam and the catalyst stacks · Class Font.
Surge: Solar Weapon Surge (matches the beam and every Solar Special option).
Anti-Champion: none needed for Unstoppable (the beam handles it intrinsically); bring Barrier/Overload via your Special/Heavy archetypes.
Artifact — Implement of Curiosity
Solar Gunslinger wants the Solar/Radiant/scorch artifact, not the Stasis-Void one: Fever and Chill hands you Radiant straight off the beam's precision hits, and the catalyst's Elemental-pickup economy (Firesprites + Tangles) turns Coalescence/Overdrive into permanent damage uptime. Unstoppable is the weapon's own job, so no anti-Champion mod is spent here.
Fever and Chill grants Radiant off Solar precision hits — the beam earns its own damage buff, freeing Ember of Torches for other timing.
Elemental Benevolence returns class-ability energy when you grant Radiant/Cure to allies, feeding Marksman's Dodge (which re-arms On Your Mark).
Cauterized Darkness makes scorched/debuffed combatants take more Solar damage — landing straight onto the beam, which scorches everything it touches.
Elemental Coalescence spawns Solar Elemental pickups on kills → more Firesprites for the beam and more Collective Action stacks.
Elemental Daze makes Solar-weapon stuns spawn a matching Solar explosion, spreading scorch into more Searing sprites.
Radiant Shrapnel and Elemental Overdrive pay off the build's two constants — being Radiant/scorched, and picking up Firesprites — with shrapnel damage and a second same-element weapon-damage stack alongside Collective Action.
Where it shines
Add-dense PvE (GMs, Legend/Master, Onslaught, Nightfalls): the beam clears packs, every kill litters Firesprites, and the catalyst stays stacked. This is its home.
Boss/miniboss control: Devil's Ruin is a primary, so it is not your damage phase — the beam tickles a boss while you build catalyst stacks and your Heavy does the real DPS. Treat the gun as champion-control + ad-clear + ability battery.
Champion coverage:Unstoppable is handled by the weapon itself — the intrinsic Stagger stun on the beam; point, hold, stun. Barrier and Overload are covered by your chosen Special/Heavy archetypes (Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload); verify the exact archetypes you slot.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Utility Kickstart3efill
When 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 Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Scavenger1e
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (7/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
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: orbs in one button; every Solar Special option). - **Anti-Champion:** none needed for Unstoppable (the beam handles it intrinsically); bring Barrier/Overload via your Special/Heavy archetypes.