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Solar

Duality — Two Triggers, One Range Band (Hunter)

Close-range deleter + reach answer in one gun
Duality 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 · Special · 65 RPM · No intrinsic champion

Centerpiece: Duality (Shotgun · Special · Solar) · Subclass: Gunslinger (Solar) · Role: Close-range deleter + reach answer in one gun Sandbox: 9.7.0 · Updated 2026-07-03

One shotgun that refuses to pick a range. Hip-fire it and Compression Chamber throws a normal pellet spread for point-blank deletion; aim it and the same pull fires a single high-damage slug that reaches out and kills majors at mid range. This is a Solar Gunslinger that keeps itself Radiant on a timer so both firing modes hit harder, stays in-your-face on Assassin's Cowl invis-and-heal, and never has to choose between a primary's reach and a shotgun's punch — Duality already chose both.

The weapon

Intrinsic — Compression Chamber: "Fires a pellet spread in hip-fire or a single high-damage slug while aiming."

Catalyst — Duality Catalyst: "Upgrades this weapon to a Masterwork. Once upgraded, the weapon will obtain enhanced capabilities, such as increased stats and/or additional perks."

What it does: this is two guns on one trigger, gated by ADS. Hip-fire is a wide pellet spread — a conventional close-range shotgun for sweeping a doorway or a finisher-range kill. ADS collapses that into a single concentrated slug with real mid-range reach and major-tier damage, so the gun answers the one thing every shotgun normally can't: a target ten metres past shotgun range. You stop swapping to a primary to handle reach; you just stop holding the hip-fire and start aiming. It is a Solar Special at 65 RPM, so it feeds every Solar-weapon fragment and takes a Solar surge. The catalyst text in our manifest is the generic Masterwork stub (see Verify notes) — treat it as the stat/perk bump, not a named perk.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant on demand buffs both Duality fire modes; the whole class is built around a precision weapon you keep hot.
SuperGolden Gun: MarksmanOn-theme single-target reach; Knock 'Em Down extends it. Blade Barrage swaps in for add-dense rooms.
Class abilityMarksman's DodgeInstant reload of Duality on dodge — the small mag wants this — and a reposition out of shotgun range when it goes wrong.
MovementHigh JumpExtra air time to line up an ADS slug across the room or reposition after a knife-into-invis entry.
MeleeLightweight Knife (Knife Trade)The throwing knife is the Radiant igniter and the powered-melee kill that Assassin's Cowl turns into invis + heal.
GrenadeHealing GrenadeCure on demand for the close-range exposure; the gun is the damage, the kit is the staying-alive.
Aspect 1On Your MarkClass-ability / precision hits → reload + Weapons stat, Cure at max stacks. Duality's slug precision hits stack it, and the Weapons stat is straight PvE damage on top.
Aspect 2Gunpowder GambleSolar kills charge a free Solar explosive you throw and shoot mid-air for an ignition — your own ad-clear and Champion-softening detonation that costs no grenade.
FragmentsEmber of Torches · Ember of Solace · Ember of Empyrean · Ember of SearingRadiant uptime engine: light the knife → Torches Radiant → Duality Solar kills extend it via Empyrean → Solace stretches the window; Searing refunds the knife.
Exotic armourAssassin's Cowl (Helmet)"Powered melee final blows grant invisibility and restore a portion of health and shields." The thrown-knife kill that already makes you Radiant also drops you invis + heals — the survivability a point-blank shotgun build is missing. Subclass-agnostic, so it rides Solar with zero compromise.
WeaponsA Barrier/Overload primary + a Solar heavy (MG or Rocket/GL)The primary covers the Champion type Duality can't and clears trash so Duality reserves stay for priority kills; the Solar heavy handles boss DPS and double-dips Empyrean.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons because On Your Mark already pushes it and every point is PvE damage on a gun you fire constantly; Health second because you live at shotgun range even with invis; Class to keep Marksman's Dodge (reload + invis-reposition) and Golden Gun coming.

Archetype lean: a Weapons/Health-favoured set (e.g. Powerhouse / Brawler pieces); set bonus is garnish, chase the stats first.

Mods:

Artifact — Queensfoil Censer

The Solar artifact for a Solar Gunslinger: it turns the Radiant-on-a-timer loop into a Scorch-and-ignite engine that Duality already wants, and bolts a Solar ignition onto the Champion stuns the second weapon supplies.

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 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).