One rocket isn't the damage — the fuel is. Dragon's Breath sticks its rocket in a target and keeps vomiting incendiary fuel, stacking Scorch over time, and the longer you hold fire the bigger the next tank. So you don't spam it: you plant one in a champion, swap to your primary, and let the embedded fuel cook toward an ignition while you fight. The whole Solar Hunter kit exists to turn that scorch into ignitions, and ignitions back into ability and weapon uptime. Hold the trigger; let it burn.
The weapon
Composite Propellant (verbatim): "Rockets embed themselves in struck targets and periodically eject incendiary fuel that inflicts Scorch. The longer this weapon goes without firing, the more fuel the next rocket contains. Strong against [Stagger] Unstoppable Champions."
Catalyst — Pyromancer (verbatim): "This weapon replenishes its fuel faster. Defeating targets with this weapon causes them to periodically drop Firesprites."
What that means in practice: the embedded rocket is a scorch faucet, not a one-and-done burst. It keeps applying Scorch stacks on a timer, and Scorch at 100 stacks ignites (a large Solar AoE detonation). It carries a bespoke Unstoppable stun built into the perk text — you do not need a Rapid-Fire/ Heavy-frame archetype rule to stun Unstoppables, the rocket does it intrinsically. The "longer without firing = more fuel" clause rewards a hold-and-swap rhythm: one big primed rocket dumps a deep fuel tank, then you let it tick while your other weapons work. The catalyst removes the fuel-recharge downtime and turns kills into Firesprites (a Solar pickup that feeds Hunter Solar fragments).
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
The only subclass that converts Scorch/ignition into the whole ability economy — exactly what an embedded scorch faucet produces.
Super
Golden Gun: Marksman (enhanced by Knock 'Em Down)
On-theme Solar burst for the priority target the rocket can't finish; Marksman gets +duration from the aspect.
Class ability
Gambler's Dodge (Acrobat's if you prefer the Radiant cadence)
Reload + reposition between rocket plants; melee energy near enemies.
Melee
Knife Trick / Lightweight Knife
Precision/scorch top-up between rockets; feeds Ember of Torches Radiant.
Grenade
Tripmine Grenade
Solar grenade that scorches + ignites on its own — a second ignition source on the same fragment package.
Aspect 1
Gunpowder Gamble
"Defeat targets to charge an improvised Solar explosive; throw a Solar explosive that can be shot in mid-air to cause an ignition." A third, free ignition button — and the rocket's scorch kills charge it.
Aspect 2
Knock 'Em Down
"Your Solar Supers are enhanced… Marksman Golden Gun has increased duration." Keeps the Super on-theme for the one target the rocket leaves standing.
Fragments
Ember of Ashes"You apply more scorch stacks to targets" — straight-line buff to the rocket's faucet, reaches the 100-stack ignition faster
Ember of Char"Solar ignitions spread scorch to affected targets" — turns one ignition into a chain across the pack; +10 Grenade
Ember of Searing"Defeating scorched targets grants melee energy and creates a Firesprite" — the rocket scorches everything, so this is near-permanent melee + Firesprites; +10 Class
Ember of Empyrean"Solar weapon or ability final blows extend restoration and radiant" — a Solar Heavy keeps both rolling
Exotic armour — Caliban's Hand (Gauntlets)
Roast 'Em (verbatim): "Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow."
Caliban's swaps your melee to Proximity Knife — a thrown explosive knife that scorches on hit and ignites on kill. That stacks the build's core verb from a fourth independent source on a short cooldown, and crucially it lets you manually trigger the ignition on a target the rocket has already pre-scorched: the embedded fuel does the slow ramp, Caliban's knife caps it off instantly. It also makes Ember of Searing's melee-refund loop self-sustaining (scorched kills → melee back → another Proximity Knife). Caliban's is the exotic that turns Dragon's Breath from "wait for the tick" into "scorch faucet + on-demand detonator."
Alt exotics, if you don't have Caliban's:Young Ahamkara's Spine (more Tripmine uptime — a pure second-ignition build) or Star-Eater Scales (lean the loadout toward Golden Gun burst for the priority kill the rocket can't reach). Neither beats Caliban's for this weapon's identity.
Why this works (the mechanics)
The rocket is a Scorch faucet, not a burst — Composite Propellant periodically ejects fuel that applies Scorch on a timer while embedded. On Solar Hunter, Scorch isn't a small DoT; at 100 stacks it ignites for a big AoE. So one rocket parked in a champion is a slow-motion bomb that you fast- forward with Ember of Ashes (more stacks/application).
Four ignition sources stack on one fragment package. The rocket's fuel (Ashes), Tripmine (innate scorch→ignite), Gunpowder Gamble (shoot it midair to ignite), and Caliban's Proximity Knife (ignite on kill) all feed the same Scorch pool and the same payoff. Ember of Char then spreads each ignition's scorch across the pack, so a single detonation reseeds the next.
Ignitions pay the rent. Ember of Searing: scorched kills → melee energy + Firesprite. The Pyromancer catalyst also drops Firesprites on rocket kills. Ember of Blistering-style economy means you're rarely without melee or a Solar pickup, which keeps Caliban's knife and Gunpowder Gamble charged — the ignitions fund the next ignitions.
The "hold to build fuel" clause rewards swap discipline (the same rhythm as Lucky Pants, different reason): plant one deeply-fuelled rocket, swap to your primary, let the embedded fuel tick toward ignition while you fight, re-plant only when the tank is full again. You are not meant to chain-fire it.
Intrinsic Unstoppable stun is on the weapon, not the archetype. Under Anti-Champion 2.0 most champion coverage comes from weapon archetypes, but Composite Propellant carries a bespoke [Stagger] Unstoppable stun — embed a rocket in an Unstoppable and it's stunned and being cooked toward ignition at once. That frees both other weapon slots to cover Barrier/Overload.
Empyrean + a Solar Heavy = self-healing uptime. Rocket and ability final blows extend Radiant/Restoration, so the scorch engine is also your sustain.
Stats & mods
Weapons 100+ → Health 100 → Class. Weapons stat now adds flat PvE weapon damage vs minors/majors (9.7.0), so it lifts the rocket's direct hit and every ignition's contribution; Class keeps Dodge (reload/reposition between plants) online. Pump leftovers into Grenade for Tripmine cadence.
Armour mods: Solar Weapon Surge ×3 on legs (≈+22% Solar damage onto the rocket and ignitions, which scale off your Solar output), Solar Loader + Heavy Ammo Scavenger for rocket reserves, Solar Siphon (Solar kills → Orbs), Heavy Ammo Finder, and a Heavy/Special Finisher for ammo economy on long fights.
Stat tuning: +Weapons/−Health or +Weapons/−Super tuning mods (from the manifest's stat-tuning set) to push Weapons past 100 if your rolls fall short.
Where it shines
GMs / −30 to −40 endgame: the bespoke Unstoppable stun + embedded ignition is a champion and its escorts gone from one well-fuelled rocket. Plant, swap, let it cook, finish with Caliban's knife or Golden Gun.
Boss/miniboss damage windows: hold fire to max the fuel tank, plant the big rocket, and the embedded faucet adds sustained Solar damage on top of the impact for the whole window — far more total than the single detonation implies.
Champion coverage:Unstoppable is intrinsic to Dragon's Breath. Cover Barrier and Overload with your other two weapons' archetypes (Anti- Champion 2.0): a Barrier-frame primary (e.g. a Heavy Burst or piercing HC) and an Overload-frame Special, leaving the Heavy slot to the rocket.
Other weapon slots: run Solar where you can to feed Empyrean/Searing — a Solar primary (Incandescent for extra scorch is ideal: it stacks the same verb) plus a Special covering whichever champion the rocket doesn't.