← Back
Solar

Devil's Ruin — Sprite Fire (Solar Hunter)

Unstoppable-stunning Solar primary + Firesprite/ignition engine
Devil's Ruin on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Primary · 300 RPM · Unstoppable

Centerpiece: Devil's Ruin (Sidearm · Primary · Solar) · Subclass: Gunslinger · Role: Unstoppable-stunning Solar primary + Firesprite/ignition engine Sandbox: 9.7.0 · Updated 2026-07-03

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.

>

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

SlotPickWhy
SubclassSolar — GunslingerThe only subclass whose economy runs on Firesprites, scorch and ignitions — exactly what Devil's Ruin produces.
SuperGolden Gun: MarksmanStays on-theme and Knock 'Em Down enhances it; it also feeds Ember of Combustion's Super-ignition sprites.
Class abilityMarksman's DodgeReload-on-dodge tops the beam off instantly and re-triggers On Your Mark's class-ability condition.
MovementTriple JumpExtra mid-air resets to reposition the beam and vacuum scattered Firesprites without dropping the burn.
MeleeProximity Explosive KnifeThe 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.
GrenadeTripmine GrenadeIgnites for Ember of Blistering grenade refunds and adds a second scorch/Firesprite source to the pack.
Aspect 1Gunpowder GambleDefeating 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 2On Your MarkClass-ability use or precision hits grant reload + increased Weapons stat; the beam is sustained precision damage, so it stacks this passively while it burns.
FragmentsSearing · Combustion · Blistering · TorchesFour Solar sprite/ignition/Radiant fragments — the sprite engine, the Super tie-in, the grenade refund and the free Radiant opener.
Exotic armourCaliban'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.
WeaponsSolar Special + Heavy MG/RocketA 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

Why it works (the mechanics)

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:

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.

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 (5/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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 Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (7/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Class Font 3eYou 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.