One rocket isn't the damage — the fuel is. Dragon's Breath plants 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 (intrinsic): "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: "This weapon replenishes its fuel faster. Defeating targets with this weapon causes them to periodically drop Firesprites."
The embedded rocket is a Scorch faucet, not a one-and-done burst: it keeps applying Scorch on a timer while lodged in the target, and at maximum stacks Scorch ignites for a large Solar AoE detonation. The perk text carries a bespoke [Stagger] Unstoppable stun, so you break Unstoppables intrinsically — no archetype rule needed — while the same rocket cooks toward its ignition. The "longer without firing = more fuel" clause rewards a hold-and-swap rhythm: prime one deeply-fuelled rocket, plant it, then let it tick while your other weapons work, re-firing only when the tank is full again. The Pyromancer catalyst removes the fuel-recharge downtime and turns kills into Firesprites — a Solar pickup that feeds the Hunter's Solar fragments and keeps the ability economy fed.
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
On-theme Solar burst for the priority target the rocket can't finish; Marksman gains duration from Knock 'Em Down.
Class ability
Gambler's Dodge
Reload + reposition between rocket plants; refunds melee energy when dodging near enemies to keep Caliban's knife charged.
Movement
Triple Jump
Air control to reposition after planting a rocket and to line up Gunpowder Gamble's mid-air ignition.
Melee
Proximity Knife (via Caliban's Hand)
Thrown explosive knife that scorches on hit and ignites on final blow — a fourth scorch source and an on-demand detonator.
Grenade
Tripmine Grenade
Solar grenade that scorches and ignites on its own — a second ignition source on the same fragment package.
Aspect 1
Gunpowder Gamble
"Defeat targets to charge up an improvised [Solar] Solar explosive." The charged explosive can be shot in mid-air to cause an ignition — a third, free ignition button, charged by the rocket's scorch kills.
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
Ashes · Char · Searing · Empyrean
Faster stacking, ignition spread, melee/Firesprite refund, and self-healing uptime — the full scorch→ignition→sustain loop.
Exotic armour
Caliban's Hand (Gauntlets)
"Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow." Adds a scorch source and lets you cap the rocket's slow ramp with an instant ignition.
Weapons
Barrier primary + Overload Special (Solar where possible)
Cover the two champion types the rocket doesn't; a Solar primary (Incandescent) stacks the same scorch verb and feeds Empyrean/Searing.
Fragments
Ember of Ashes"You apply more scorch stacks to targets" — Clarity: +50%, so the rocket's faucet reaches the ignition threshold faster
Ember of Char"Your 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 the duration of restoration and radiant effects applied to you" — a Solar Heavy keeps both rolling; -10 Health
Why it works (the mechanics)
The rocket is a Scorch faucet, not a burst. Composite Propellant periodically ejects fuel that applies Scorch on a timer while the rocket is embedded. On Solar Hunter, Scorch isn't a small DoT — at maximum stacks it ignites for a big AoE. One rocket parked in a champion is a slow-motion bomb that Ember of Ashes (+50% scorch stacks per application, per Clarity) fast-forwards toward detonation.
Four ignition sources stack on one fragment package. The rocket's fuel (accelerated by Ashes), Tripmine (innate scorch→ignite), Gunpowder Gamble (shoot the explosive mid-air to ignite), and Caliban's Proximity Knife (ignite on final blow) all feed the same Scorch pool and the same payoff. Ember of Char then spreads each ignition's scorch across the pack, so one detonation reseeds the next.
Ignitions pay the rent. Ember of Searing turns scorched kills into melee energy + a Firesprite, and the Pyromancer catalyst also drops Firesprites on rocket kills. 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. Plant one deeply-fuelled rocket, swap to your primary, let the embedded fuel tick toward ignition while you fight, and re-plant only when the tank is full again. You are not meant to chain-fire it — the total damage of one full tank ticking for a window beats spamming impacts.
Intrinsic Unstoppable stun is on the weapon, not the archetype. Composite Propellant carries a bespoke [Stagger] Unstoppable stun in its perk text, so embedding a rocket in an Unstoppable stuns it and cooks it toward ignition at once — freeing both other weapon slots to cover Barrier/Overload.
Empyrean + a Solar Heavy = self-healing uptime. Rocket and ability final blows extend Radiant and Restoration, so the scorch engine is also your sustain — you can hold ground in a damage window instead of retreating to heal.
Stats & mods
Weapons 200 → Health → Class. The 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, which scales off your Solar output; Health banks survivability for standing in the burn, and Class keeps Gambler's Dodge (reload/reposition between plants) online. Lean the archetype toward Weapons-primary armour and pour leftovers into Grenade for Tripmine cadence.
Mods:
Boots: Heavy Ammo Scavenger + Heavy Ammo Finder — keep rocket reserves and ammo flowing on long fights.
Arms: Loader for the Heavy slot (faster re-plants) + Fastball for Tripmine throw distance.
Chest: Concussive Dampener / elemental resist to survive the point-blank ignition radius, or Heavy Ammo reserves.
Class item: Solar Siphon (Solar kills → Orbs) + Bomber for grenade uptime.
Surge: Solar Weapon Surge ×3 on legs — buffs the rocket and the ignitions that scale off Solar output.
Anti-Champion: Unstoppable is intrinsic to Dragon's Breath; bring Barrier and Overload on the other two weapons' archetypes (Anti-Champion 2.0).
Artifact — Queensfoil Censer
The Solar/Rocket-Launcher artifact: it turns the rocket's scorch faucet into a Radiant-fed ignition engine, weaponises the Armor Charge a heavy generates, and stacks champion damage onto the very rocket already stunning Unstoppables — Barrier/Overload coverage still rides your other two weapons.
Kindling Trigger — while Radiant, Solar weapons apply Scorch, directly speeding the embedded rocket's faucet toward its ignition threshold.
Blast Radius — rapid Rocket final blows grant Armor Charge, fuelling the legs/mods economy the surges and finishers run on.
Revitalizing Blast — stunning a Champion ignites it, converting the rocket's intrinsic Unstoppable stun into a free Solar detonation.
Anti-Champion Nosecone — Rockets deal increased Champion damage, stacking onto the embedded rocket already staggering the Unstoppable.
Perpetual Destruction — rapid Rocket final blows refund ammo and reload, sustaining the hold-and-plant rhythm.
Argent Ordnance — firing the Rocket spends a stack of Armor Charge for bonus damage, cashing the Blast Radius charge straight back into the rocket.
Rays of Precision — while Radiant, Solar precision final blows ignite, giving a Golden Gun / primary ignition off the same Radiant window.
Where it shines
GMs / -30 to -40 endgame: the intrinsic Unstoppable stun plus embedded ignition takes a champion and its escorts 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.
Add-dense rooms: Ember of Char spreads each ignition's scorch across the pack, so one detonation reseeds the next and Searing keeps melee + Firesprites flowing.
Champion coverage: breaks Unstoppable intrinsically (Composite Propellant's [Stagger] stun). Cover Barrier and Overload with the other two weapons' archetypes — a Barrier-frame primary and an Overload-frame Special, ideally Solar to feed Empyrean/Searing.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Arms (6/10)
Fastball1e
Increases grenade throw distance.
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar 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 Weapon Surge1e
Your 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)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces 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: Overload on the other two weapons' archetypes (Anti-Champion 2.0).