A scoped Special hand cannon that punches through a Barrier shield without you spending a single mod slot on it, and ignites the champion the instant its barrier pops. Every fragment, aspect and mod here exists to turn one pierced barrier into a spreading Solar ignition and keep a small mag fed in GM-tier content. The other two weapons ride along only to cover the champions Eriana's can't personally break.
The weapon
Looks Can Kill (intrinsic): "This weapon fires shield-piercing ammunition and comes with a scope. Strong against [Shield-Piercing] Barrier Champions. Breaking a matched shield or piercing a Champion's barrier will cause the target to ignite." (verbatim, `docs/encyclopedia/exotics.md`)
Death at First Glance (exotic trait): "While Aiming Down Sights, deal 32.5% increased damage for as long as you land Precision Hits or damage a Combatant Shield." (verbatim, `docs/encyclopedia/clarity_build_numbers.md`)
Catalyst — More to Give:"Increases magazine size. Holstering this weapon automatically reloads it after a short period of time." (verbatim, `docs/encyclopedia/catalysts.md`; Clarity: mag +3, 6 → 9)
Eriana's is a 90 RPM scoped Solar Special hand cannon whose shield-pierce and ignite-on-pierce are a native weapon property, not an archetype effect — so it is Anti-Barrier for free and hands you a guaranteed Solar ignition every time it pops a barrier or breaks a matched (Solar) shield. That ignition is the build's keystone: it is the spark every fragment feeds off. Death at First Glance rewards you for holding ADS and landing precision hits with a stacking 32.5% damage bump, so the scoped, deliberate play pattern the gun forces is also its highest-damage pattern. The catalyst (mag 6 → 9 plus a holster auto-reload) and the cloak's reserve-reload solve the only real weakness — the tiny magazine — so you are never caught dry on the champion you exist to break.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Solar verbs (scorch/ignite/Radiant) are what turn Eriana's single pierce into a room-wide burn.
Super
Golden Gun: Marksman
On-theme precision Super for a burst-damage or add-clearing panic button; the gun and ignitions are the real damage.
Class ability
Marksman's Dodge
Reloads on demand — the cheapest way to refill the Special mag mid-fight and the trigger for the cloak's reserve-reload.
Movement
Triple Jump
Most in-air control to reposition and keep the scope steady on a moving champion.
Melee
Lightweight Knife
Keeps the precision-kill economy moving between Eriana's shots without spending Solar resources.
Grenade
Healing Grenade
Cheap on-demand sustain so Health can be the dump stat; the gun and ignitions carry the offence.
Aspect 1
On Your Mark
Class-ability or precision hits grant you and nearby allies Weapons stat + reload speed, stacking ten times.
Aspect 2
Crackshot (9.7.0)
Class ability fires up to three scorching shots at marked targets; pre-scorches the champion so Eriana's pierce-ignite lands instantly.
Fragments
Ashes · Char · Wonder · Empyrean
Faster scorch → ignition, ignition-spread, orb generation, and Radiant/Restoration upkeep — the whole ignition economy.
Exotic armour
Relativism (Hunter Cloak) — Spirit of the Dragon
Faster, steadier ready plus a class-ability reserve-reload of Eriana's — removes the scoped Special HC's friction.
Weapons
Unstoppable primary + Overload heavy
Cover the two champions Eriana's can't: e.g. a Heavy Burst HC (Unstoppable) and a Lightweight/Rapid-Fire Machine Gun (Overload).
Fragments
Ember of Ashesapply more scorch per hit — shorter time to the ignition threshold
Ember of CharSolar ignitions spread scorch to affected targets — one pierced champion becomes a room-wide burn
Ember of Wonderrapidly defeating targets with ignitions generates Orbs of Power — feeds Super and orb mods
Ember of EmpyreanSolar weapon/ability final blows extend Restoration and Radiant — a Solar HC keeps both rolling
Why it works (the mechanics)
The Anti-Barrier answer costs zero build budget. Eriana's pierces Barrier natively — verbatim "Strong against Barrier Champions." Under Anti-Champion 2.0 champion stun is intrinsic to weapon archetypes and the old artifact champion mods are gone (`docs/knowledge/monument_of_triumph_9_7_0.md`), but Eriana's keeps a dedicated shield-pierce property on top of that table. One of your three slots permanently and freely covers Barrier, freeing the other two for Unstoppable + Overload.
Every pierced barrier is a free ignition, and Char makes it a chain. The intrinsic ignites the champion on pierce; Ember of Char then spreads scorch from that ignition to everything around it. In the add-dense rooms that protect a champion, popping the barrier clears the escort for free.
Crackshot pre-loads the kill. The new Gunslinger aspect throws three scorching shots at marked targets. Tag the champion, fire Crackshot to bank scorch, then pierce with Eriana's — the ignition triggers immediately instead of waiting on weapon scorch to build, and landing all three shots cures you.
On Your Mark and Death at First Glance both reward the scoped play pattern. Precision hits stack Weapons stat ten times (a PvE weapon-damage lean) while holding ADS ramps Death at First Glance to +32.5%. The gun's slow, deliberate scope-up is therefore also its highest-output state.
Radiant is a +damage buff against champions now, not a stun. Post-9.7.0 Radiant no longer stuns Barrier (Eriana's does that natively); instead it grants bonus weapon damage vs Champions. Ember of Empyrean keeps Radiant alive off Solar final blows, so the champion you are already breaking also eats more gun damage — pure profit on a Barrier specialist.
The catalyst + Marksman's Dodge + Relativism solve the only weakness — the mag. Eriana's runs a 6-round base mag; the catalyst raises it to 9 and auto-reloads on holster, and Marksman's Dodge through Relativism's Spirit of the Dragon reloads it from reserves on demand. You are never caught dry mid-champion.
Stats & mods
Weapons 200 → Class → Health. Weapons 200 maxes the PvE weapon-damage lean that On Your Mark feeds; Class high powers Crackshot and speeds the dodge that reloads Eriana's; Health is the dump stat because Cure (Crackshot's three-shot payoff) plus Empyrean-extended Restoration and Radiant cover survivability. This is a precision-Solar, weapon-damage archetype — lean into Weapons and Class font mods, reachable on Tier 3–4 gear, with Tier 5 pushing Weapons higher.
Mods:
Boots: Recuperation + Orbs of Restoration — health back on orb pickup so Health can stay the dump stat.
Arms: Hand Cannon Loader ×2 (faster Special reload) + a Class Font (→ Class high).
Chest: two elemental Resistances matching the activity's damage.
Class item: Special Ammo Finisher (refills Eriana's hungriest need) + Weapons Font (→ Weapons 200) + Powerful Attraction.
Surge: Solar Weapon Surge ×2 on boots — ≈+17% Solar weapon damage straight onto Eriana's (Clarity: 10/17/22/25% at 1/2/3/4 mods).
Anti-Champion: none needed for Barrier — Eriana's breaks it intrinsically; bring archetype cover on the other two weapons for Unstoppable + Overload (no artifact champion mods exist under 2.0).
Artifact — Implement of Curiosity
The Solar-forward pick for an ignition/Radiant build on a precision Solar HC: it grants Radiant off Eriana's precision hits, multiplies Solar output on debuffed targets, pays off the Radiant + Scorch twin loop, and covers the Unstoppable champion the gun can't.
Picks (2/3/2):
Tier 1: Fever and Chill · Semi-Auto Striker
Tier 2: Cauterized Darkness · Energy Acceleration · Elemental Daze
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant off rapid precision Solar hits — Eriana's keeps the build's whole Radiant economy lit.
Semi-Auto Striker feeds Armor Charge from the Sniper/Scout you bring for champion cover, powering the Surge/boots loop.
Cauterized Darkness makes debuffed non-bosses take more Solar damage — straight onto your ignitions and gun.
Energy Acceleration is the Unstoppable answer for the slot Eriana's doesn't cover.
Elemental Daze makes stunning a champion with Eriana's spawn a Solar explosion + debuff, pre-loading the scorch/ignite chain.
Radiant Shrapnel releases shrapnel on sustained damage while Radiant or on killing a scorched target — paying off both build payoffs at once.
Elemental Overdrive turns your Ember of Wonder Solar orbs/pickups into bonus Solar weapon damage on Eriana's.
Where it shines
GM / Master / −power endgame with Barrier champions. Native Anti-Barrier with no mod cost, a guaranteed ignition on the pop, and Char spreading it to the champion's add escort. This is the content the build is for.
Champion-and-add rooms. Pierce → ignite → Char spread → Ember of Wonder orbs → Super. One barrier becomes a full-room clear.
Survivability built in (Cure from Crackshot's three-shot payoff, Restoration/Radiant extended by Empyrean) so you can dump Health and still hold a lane.
Champion coverage: Eriana's breaks Barrier intrinsically (native shield-pierce). Bring an Unstoppable frame (e.g. Heavy Burst HC or a High-Impact primary) and an Overload frame (Lightweight/Rapid-Fire — a Machine Gun doubles Overload cover) on the other two slots; under Anti-Champion 2.0 there are no artifact champion mods to lean on.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
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.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect 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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (7/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
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).