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Solar

Dragon's Breath — Fuel Tank (Solar Hunter)

Embed-and-ignite scorch artillery / intrinsic Unstoppable + miniboss erasure
Dragon's Breath on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Heavy · 15 RPM · No intrinsic champion

Centerpiece: Dragon's Breath (Rocket Launcher · Heavy · Solar) · Subclass: Gunslinger · Role: Embed-and-ignite scorch artillery / intrinsic Unstoppable + miniboss erasure Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassGunslinger (Solar)The only subclass that converts Scorch/ignition into the whole ability economy — exactly what an embedded scorch faucet produces.
SuperGolden Gun: MarksmanOn-theme Solar burst for the priority target the rocket can't finish; Marksman gains duration from Knock 'Em Down.
Class abilityGambler's DodgeReload + reposition between rocket plants; refunds melee energy when dodging near enemies to keep Caliban's knife charged.
MovementTriple JumpAir control to reposition after planting a rocket and to line up Gunpowder Gamble's mid-air ignition.
MeleeProximity 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.
GrenadeTripmine GrenadeSolar grenade that scorches and ignites on its own — a second ignition source on the same fragment package.
Aspect 1Gunpowder 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 2Knock '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.
FragmentsAshes · Char · Searing · EmpyreanFaster stacking, ignition spread, melee/Firesprite refund, and self-healing uptime — the full scorch→ignition→sustain loop.
Exotic armourCaliban'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.
WeaponsBarrier 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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Arms (6/10)Fastball 1eIncreases grenade throw distance.
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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar 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 1eYour 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)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
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: Overload on the other two weapons' archetypes (Anti-Champion 2.0).