✓ Manifest Solar · Special · 45 RPM · No intrinsic champion
Weapon: Edge of Intent (Glaive · Special · Solar) · Subclass: Gunslinger · Role: Self-sufficient Unstoppable-stunning bruiser + fireteam healer Sandbox: 9.7.0 · Created 2026-06-16
A Solar glaive that is also a deployable healing turret and an intrinsic Unstoppable stun. Melee and shoot to charge it, fire the special projectile to scorch a pack, and the catalyst's Heal Clip sprays Cure on reload. The whole build is one feedback loop: scorch feeds ignitions, ignitions and scorched-kills feed your abilities, the turret and Heal Clip keep you and the team alive, and the glaive's own intrinsic handles the one champion most Special weapons can't. A frontline GM medic that never has to leave the glaive.
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."
Catalyst — Heal Clip:"Reloading shortly after dealing a final blow grants Cure to you and your nearby allies."
What it does: like all glaives, you build charge by meleeing and by landing projectile shots; at full charge you unlock a special projectile whose final blows scorch nearby targets — that is the Solar verb that makes this whole build a Gunslinger engine. The manifest also lists a `[Stagger] Unstoppable` intrinsic on the glaive and a Restorative Turret native perk (the same healing-construct family Speaker's Sight deploys) — so the weapon stuns Unstoppable champions itself and drops a turret that heals you and allies. The catalyst layers Cure on top via Heal Clip. Glaive melee also carries a block that grants damage resistance, so you can facetank the frontline this build wants to hold.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch/ignite is the glaive's payoff verb — Solar is the only subclass that pays you for it.
Super
Golden Gun: Marksman (Nighthawk optional)
On-demand champion/boss delete while the glaive holds the line; Knock 'Em Down enhances it.
Class ability
Marksman's Dodge
Full reload on dodge = free Heal Clip re-arm and instant glaive top-off between charges.
Melee
Proximity Knife (Caliban's)
Caliban turns it into a scorch/ignite bomb — second scorch source feeding ignitions.
Grenade
Healing Grenade
Cure + Restoration on demand; stacks the medic identity and the survivability layers.
Aspect 1
Knock 'Em Down
Enhances Marksman Golden Gun (duration) and grants Cure on Super cast — more healing.
Aspect 2
Gunpowder Gamble
Scorched-kill kills charge a free Solar explosive → guaranteed extra ignitions on a pack.
Fragments
Ember of Searing, Ember of Ashes, Ember of Char, Ember of Empyrean
Searing: scorched kills → melee energy + Firesprite (re-arms Caliban). Ashes: more scorch per hit (faster ignitions). Char: ignitions spread scorch (chains the AoE). Empyrean: Solar kills extend your Cure/Restoration — keeps the medic buffs rolling off glaive kills.
Exotic armour
Caliban's Hand (Gauntlets)
Roast 'Em: Proximity Knife scorches on damage / ignites on kill — a second independent scorch+ignite engine that does not touch the glaive, so the weapon stays free.
Weapon 2 (Primary)
A Strand/Kinetic Primary for Overload/Barrier coverage (the glaive owns Unstoppable)
Anti-Champion 2.0: pick the archetype that covers the two champions the glaive doesn't.
Weapon 3 (Heavy)
Solar Heavy (e.g. a Solar MG or rocket)
Stays on-element for surge stacking + boss DPS the glaive isn't built for.
Why this works (the mechanics)
The glaive's special projectile is a scorch dispenser, and Gunslinger is the only subclass that cashes scorch in. Charge → fire the special projectile → final blow scorches nearby targets. Stack scorch high enough (Ember of Ashes adds stacks) and it ignites — an AoE Solar detonation. Every other piece of this build exists to turn that scorch into ignitions and turn ignitions into resources.
The glaive stuns Unstoppable by itself (bespoke stun). The manifest carries an intrinsic `[Stagger] Unstoppable` on Edge of Intent — this is not the archetype rule, it's a weapon-specific stun. So a single Special slot covers Unstoppable, freeing your Primary to be picked purely for Overload + Barrier under Anti-Champion 2.0. That is unusually efficient: most builds spend two weapon slots on champion coverage; here the glaive frees one up.
Caliban's Hand is a parallel scorch engine that never competes for the glaive. Roast 'Em makes the Proximity Knife scorch on damage and ignite on kill. That means scorch is being applied from two sources (glaive projectile + knife) so ignitions are near-constant even when the glaive is recharging. Ember of Char then spreads that scorch on every ignition — the AoE snowballs.
Scorched kills are the ability economy. Ember of Searing: defeating scorched targets grants melee energy + a Firesprite — so killing scorched adds (re-arms Caliban's knife, which makes more scorch). Gunpowder Gamble charges off 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 heals passively; the catalyst's Heal Clip sprays Cure to allies on reload-after-kill (and Marksman's Dodge gives you that reload for free); Healing Grenade + Knock 'Em Down's Cure-on-cast top it off. Ember of Empyrean then extends every Cure/Restoration instance off Solar glaive kills — which you are doing constantly. This is what lets a Hunter hold a frontline in a GM.
Marksman's Dodge is the keystone tempo. It fully reloads the glaive (instant re-charge availability) and re-arms Heal Clip on demand — dodge into a pack, reload-Cure the team, keep the special projectile flowing. One button services the gun, the heal, and repositioning.
Stats & mods
Priority: Weapons 200 → Health 100+ → Melee ~70 → Class. Weapons stat is a flat PvE damage multiplier on the glaive (and everything else); Health because this build deliberately stands on the frontline; Melee feeds Caliban's Proximity Knife uptime (the second scorch source); Class for dodge regen.
Archetypes to chase: Gunner/Powerhouse pieces (Weapons + Health/Super). No set bonus is required — sets are garnish.
Mods, by piece:
Helmet: Solar Siphon (Solar kills → Orbs) · Ashes to Assets (Super on ability kills) · Heavy Ammo Finder.
Gauntlets: Melee Font (→ Proximity Knife uptime) · Firepower or Momentum Transfer (ability synergy) · Impact Induction.
Chest: Solar/Arc/Void Resistance spread (flat DR under the heal layers) or Concussive Dampener if explosions are the threat.
Boots:Solar Weapon Surge ×2 (≈+17% Solar damage straight onto the glaive) · Special Ammo Finder / Glaive Scavenger for ammo economy on a Special-ammo frontline weapon.
Class item: Marksman/Outreach (class regen) · Bomber · Special Finisher (finishers → Special ammo to refill the glaive).
Stat tuning: +Weapons and +Health; the heal stack (turret + Heal Clip + Healing Grenade) lets you push Weapons aggressively without dying.
Where it shines
GM Nightfalls / −30/−40 content: the glaive is the Unstoppable answer, so your Primary covers Overload + Barrier and you have all three champions on two weapons. The triple heal stack lets a Hunter hold the choke that normally needs a Titan or a Well Warlock. Frontline medic, not a backliner.
Champion coverage:Unstoppable handled intrinsically by Edge of Intent. Overload + Barrier come from your Primary's archetype under Anti-Champion 2.0 (pick frames accordingly) — and ignitions/scorch chunk champion health for the team regardless of stun.
Endgame add-clear + survival fireteam role: scorch → ignite → Char-spread is strong AoE; the turret + Heal Clip make you the team's mobile heal station while Golden Gun deletes the priority target the glaive can't one-shot.
Weaker fit: raw single-target boss DPS — that's what the Solar Heavy + Golden Gun are for; the glaive is a frontline control/heal tool, not a damage phase king.