✓ Manifest Solar · Special · 45 RPM · No intrinsic champion
Centerpiece: Edge of Intent (Glaive · Special · Solar) · Subclass: Gunslinger · Role: Frontline Solar-glaive medic and scorch/ignite bruiser who heals the fireteam without leaving the glaive Sandbox: 9.7.0 · Updated 2026-07-03
A Solar glaive that doubles as a deployable healing turret. Melee and shoot to charge it, then choose your payoff: fire the special projectile to scorch a pack, or spend the charge to drop a turret that pours Cure and Restoration onto the team. The catalyst sprays more Cure on reload, so the whole build is one feedback loop — scorch feeds ignitions, ignitions feed your abilities, and three layers of healing let a Hunter hold a frontline choke like a support class.
The weapon
Edge of Intent (intrinsic):"Melee and projectile damage charge this weapon. When fully charged, [Alternate Weapon Action] to enable a special projectile attack. Projectile final blows scorch nearby targets."
Restorative Turret (native perk):"[Alternate Weapon Action]: When weapon is fully charged, consume charge before firing to make your next shot deploy a healing turret on impact that provides Cure and Restoration to nearby allies."
Catalyst — Heal Clip:"Reloading shortly after dealing a final blow grants Cure to you and your nearby allies."
What it does: like every glaive you build charge by meleeing and by landing projectile shots, and glaive melee carries a block that grants damage resistance so you can hold the frontline this build wants to stand on. At full charge the weapon offers a fork. Fire the special projectile and its final blows scorch nearby targets — the Solar verb the entire Gunslinger engine is built to cash in. Or consume the charge to deploy a Restorative Turret that provides Cure and Restoration to nearby allies, turning the glaive into a stationary heal station. The catalyst then layers a third heal on top: reload just after a kill and Heal Clip sprays Cure to you and everyone near you. Scorch for offence, turret plus Heal Clip for the team — one weapon, both jobs.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch/ignite is the glaive's payoff verb, and Solar is the only subclass that pays you for it.
Super
Golden Gun: Marksman
On-demand precision delete for the priority target the glaive can't one-shot; Knock 'Em Down extends its duration.
Class ability
Marksman's Dodge
Fully reloads the glaive on dodge — an instant charge top-off and a free Heal Clip re-arm between packs.
Movement
Triple Jump
Extra mid-air correction to reposition on the frontline and reach the choke you are holding.
Melee
Proximity Knife
Caliban's turns it into a scorch/ignite bomb — a second scorch source that never touches the glaive's charge.
Grenade
Healing Grenade
Cure plus Restoration on demand, stacking the medic identity and the survivability layers.
Aspect 1
Knock 'Em Down
Enhances Marksman Golden Gun's duration and, with Solar Supers, deepens the healing/uptime economy.
Aspect 2
Gunpowder Gamble
Kills charge a free Solar explosive that ignites a pack — guaranteed extra ignitions off scorched targets.
Fragments
Ember of Searing · Ember of Ashes · Ember of Char · Ember of Empyrean
Searing: scorched kills grant melee energy + a Firesprite. Ashes: more scorch per hit for faster ignitions. Char: ignitions spread scorch. Empyrean: Solar final blows extend your Restoration/Radiant.
Exotic armour
Caliban's Hand (Gauntlets)
Roast 'Em makes the Proximity Knife scorch on damage and ignite on kill — a parallel scorch+ignite engine that keeps ignitions rolling while the glaive recharges.
Weapons
Anti-champion Primary + Solar Rocket Launcher
The glaive breaks no champion itself, so the Primary carries stun coverage under Anti-Champion 2.0; a Solar Rocket keeps you on-element and feeds Anti-Champion Nosecone + Argent Ordnance.
Fragments
Ember of Searing · Ember of Ashes · Ember of Char · Ember of Empyrean
Why it works (the mechanics)
The special projectile is a scorch dispenser and Gunslinger is the only subclass that cashes it in. Charge the glaive, fire the special projectile, and its final blows scorch nearby targets. Ember of Ashes stacks scorch faster, and once scorch tops out the target ignites — an AoE Solar detonation. Every other piece of the build exists to turn that scorch into ignitions and ignitions into resources.
Caliban's Hand is a parallel scorch engine that never competes for the glaive's charge. Roast 'Em makes the Proximity Knife scorch on damage and ignite on final blow, so scorch is applied from two independent sources. Ignitions keep firing even while the glaive is recharging, and Ember of Char then spreads scorch on every ignition so the AoE snowballs across the pack.
Scorched kills are the ability economy. Ember of Searing turns each defeated scorched target into melee energy and a Firesprite, which re-arms Caliban's knife, which makes more scorch. Gunpowder Gamble charges off those kills into a free Solar explosive for extra ignitions. The loop pays for itself: scorch → kill → melee back → more scorch.
Three healing layers, all native to the loadout. The glaive's Restorative Turret pours Cure and Restoration on the team; the catalyst's Heal Clip sprays Cure on reload-after-kill (and Marksman's Dodge hands you that reload for free); Healing Grenade tops it off. Ember of Empyrean then extends every Restoration and Radiant instance off Solar glaive kills, which you are landing constantly — the survivability that lets a Hunter hold a frontline.
Marksman's Dodge is the tempo keystone. It fully reloads the glaive (instant charge availability) and simultaneously re-arms Heal Clip. Dodge into a pack, reload-Cure the team, keep the special projectile flowing — one button services the gun, the heal, and repositioning.
Golden Gun covers the single-target gap. The glaive is a control-and-heal tool, not a damage-phase weapon, so Marksman Golden Gun (extended by Knock 'Em Down) is the on-demand delete for the priority target while the turret and Heal Clip keep the team standing.
Stats & mods
Weapons 200 → Health → Melee. Weapons is a flat PvE damage multiplier on the glaive and everything else; Health because this build deliberately stands on the frontline under its heal stack; Melee feeds Caliban's Proximity Knife uptime (the second scorch source).
Archetype lean: Gunner/Powerhouse pieces (Weapons + Health/Super). No set bonus is required — the heal stack lets you push Weapons aggressively without dying, so sets are garnish.
Mods:
Boots: Solar Weapon Surge ×2 (Solar damage straight onto the glaive) · Special Ammo Finder for ammo economy on a Special-ammo frontline weapon.
Arms: Melee Font (→ Proximity Knife uptime) · Impact Induction (melee → grenade energy for Healing Grenade).
Chest: Solar/Arc/Void Resistance spread for flat DR under the heal layers, or Concussive Dampener if explosions are the threat.
Class item: Marksman/Outreach (class regen) · Bomber · Special Finisher (finishers → Special ammo to refill the glaive).
Surge: Solar Weapon Surge (glaive + Solar rocket both benefit) with Ashes to Assets for Super economy.
Anti-Champion: carried on the Primary and the rocket, not the glaive — see Where it shines.
Artifact — Queensfoil Censer
The pure-Solar artifact for a pure-Solar build: it turns the Radiant you already generate from Golden Gun and Knock 'Em Down into more scorch, then cashes scorch into ignitions — bolting straight onto the glaive's scorch-to-ignite loop, while a Solar rocket picks up the champion damage the glaive itself can't provide.
Picks (2/3/2):
Tier 1: Kindling Trigger · Fever And Chill
Tier 2: Revitalizing Blast · Heart of the Flame · Anti-Champion Nosecone
Tier 3: Rays of Precision · Argent Ordnance
Kindling Trigger makes Radiant cause your Solar weapons to apply Scorch to unscorched combatants — a second on-demand scorch source that feeds ignitions the moment you go Radiant.
Fever And Chill grants Radiant on rapid Solar hits, so the loop self-sustains between Golden Gun casts and keeps Kindling Trigger live.
Revitalizing Blast causes a stunned Champion to ignite and clears your shield stun — so any champion your Primary or rocket stuns converts into free Solar ignition chip.
Heart of the Flame grants nearby allies Radiant on your Solar Super and boosts its damage per ally — doubling the medic role and re-fuelling everyone's Kindling Trigger.
Anti-Champion Nosecone makes Rocket Launchers deal increased damage to Champions — the reason the Heavy slot is a Solar rocket, chunking champions the glaive can't touch.
Rays of Precision ignites combatants on Solar precision final blows while Radiant — direct payoff for the whole scorch-and-ignite identity.
Argent Ordnance consumes a stack of Armor Charge on rocket fire for a damage spike, cashing in the Armor Charge this loadout stacks.
Where it shines
GM Nightfalls / −30 endgame: the triple heal stack (turret + Heal Clip + Healing Grenade, all Empyrean-extended) lets a Hunter hold a choke that normally needs a support Titan or Well Warlock. Frontline medic, not a backliner.
Endgame add-clear: scorch → ignite → Char-spread is strong sustained AoE, and Caliban's knife keeps it going while the glaive recharges.
Champion coverage:the glaive breaks NO champion intrinsically (weapon_facts.json champion = null — this build is not a bespoke Unstoppable answer). Bring your three-champion coverage on your other two weapons under Anti-Champion 2.0; the artifact then upgrades it — Revitalizing Blast turns any stun into an ignition, and Anti-Champion Nosecone boosts the Solar rocket's champion damage.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Arms (4/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Impact Induction2e
Causing damage with a powered melee attack reduces your grenade cooldown.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
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)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Outreach1e
Reduces melee 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: the rocket; not the glaive — see Where it shines.