✓ Manifest Solar · Heavy · 20 RPM · No intrinsic champion
Centerpiece: Eyes of Tomorrow (Rocket Launcher · Heavy · Solar) · Subclass: Gunslinger · Role: Multi-lock burst rocket fed by a self-reloading Tripmine engine Sandbox: 9.7.0 · Updated 2026-07-03
The Deep Stone Crypt rocket that soft-locks four targets and fires a tracking salvo at all of them at once. Its catalyst quietly turned it into a grenade weapon: splash pumps your Grenade stat, kills give grenade energy, and throwing a grenade reloads it from reserves. Young Ahamkara's Spine closes the loop the other way — ability damage refunds the Tripmine. So the rocket feeds the grenade, the grenade reloads the rocket, and the one-round mag stops mattering.
The weapon
Eyes on All (intrinsic): "This weapon is capable of tracking and firing at multiple targets simultaneously."
Catalyst — Demolitionist: "Kills with this weapon generate grenade energy. Activating your grenade ability reloads this weapon from reserves." / Blast Distributor: "Dealing splash damage grants a bonus to Grenade stat."
Aim down sights to soft-lock the combatants in view; one trigger pull launches a tracking salvo that splits across every locked target. Against a pack it deletes several orange bars at once; against a single boss the rounds converge for a full-stack hit. The catalyst is what makes this a Hunter grenade build rather than a plain burst rocket. Demolitionist turns "throw a grenade" into the reload — no slow manual reload of the single-round magazine — while Blast Distributor raises your Grenade stat every time the salvo's splash lands, charging the next Tripmine faster. The mag is 1 and the base reload is slow, but once Demolitionist is online you never touch it: you reload by doing damage. Solar element means it takes Solar Weapon Surge and plugs into the whole Gunslinger scorch/ignition ecosystem.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Element-matched to the rocket; surge, scorch and ignition support, and the Tripmine engine lives here.
Super
Golden Gun: Marksman
On-theme single-target finisher for whatever survives the salvo; Knock 'Em Down extends its window.
Class ability
Gambler's Dodge
Melee energy near enemies; reposition between salvos to re-acquire a fresh set of locks.
Movement
Triple Jump
Extra aerial adjustment to line up the four-target lock over a pack.
Melee
Lightweight Knife
Precision-kill scorch feed for the Solar fragments and Rays of Precision.
Grenade
Tripmine Grenade
The build's heartbeat — Spine buffs it and ability damage refunds it; throwing it reloads the rocket.
Aspect 1
Gunpowder Gamble
Kills charge a free Solar explosive → ignitions → more scorch payouts while you wait on rocket reserves.
Aspect 2
Knock 'Em Down
Extends Marksman Golden Gun and, while radiant, fully refunds melee on Throwing Knife final blows — keeps the Solar economy turning between rockets.
Fragments
Ashes · Blistering · Searing · Empyrean
Scorch density, a second grenade-energy faucet, melee/Firesprite returns, and Radiant/Restoration uptime.
Exotic armour
Young Ahamkara's Spine (Gauntlets)
Wish-Dragon Teeth buffs Tripmine duration/radius and refunds Tripmine energy from ability damage — the other half of the loop.
Weapons
Solar Primary + Solar Special
An add-clear Primary charges Gunpowder Gamble and keeps grenade energy topped; a Solar Special surge-matches and feeds Ember procs while Heavy is dry.
Fragments
Ember of Ashesmore scorch stacks → faster ignitions
Ember of BlisteringSolar-ignition kills grant grenade energy — stacks with Demolitionist to rush the Tripmine
Ember of Searingscorch kills → melee energy + Firesprite
Ember of EmpyreanSolar weapon/ability final blows extend Radiant and Restoration — the rocket and Gunpowder Gamble both qualify
Why it works (the mechanics)
The single-round mag is solved by the grenade, not the reload. Eyes of Tomorrow holds one round and reloads slowly. Demolitionist makes "throw a grenade" the reload — and you are throwing Tripmines constantly anyway — so the rocket is effectively reloaded for free on the same input that does damage.
The grenade is self-perpetuating off ability damage. Wish-Dragon Teeth returns Tripmine energy from ability damage, and both the rocket's splash and the Tripmine's own blast qualify. Blast Distributor raises the Grenade stat on top, shortening the base cooldown. The Tripmine is rarely off cooldown for long.
Two independent grenade-energy faucets. Demolitionist (rocket kills) and Ember of Blistering (ignition kills) both pour into grenade energy in parallel with the Spine refund — so even on a miss or a non-kill the Tripmine comes back fast.
Solar scorch is the filler between Heavy shots. Heavy reserves are finite; Gunpowder Gamble plus Lightweight Knife keep you applying scorch and triggering ignitions (Ashes/Searing) while the rocket waits on ammo, which keeps grenade energy and Radiant flowing so the next salvo lands into a primed pack.
Eyes on All turns reserves into multi-for-one value. Each Heavy round can delete several majors at once. With a limited Heavy economy, multi-lock stretches your reserves — the whole build exists to make every one of those shots land into a scorched, Tripmine-softened group you set up in advance.
Empyrean keeps you Radiant while you farm it. Solar final blows from the rocket, ignitions and Golden Gun extend Radiant and Restoration, which in turn feeds the artifact's Radiant-gated scorch and ignition mods — one buff that never lapses as long as things keep dying.
Stats & mods
Grenade 200 → Weapons → Super. Grenade is the primary stat: it shortens the Tripmine cooldown and makes Blast Distributor and Bomber land harder. Push Weapons next for flat Solar rocket damage; Super rounds out the spread for Golden Gun. Grenade-leaning archetype armour.
Mods:
Boots: Heavy Ammo Scavenger (bigger reserves on pickup) · Innervation (grenade energy from Orbs).
Arms: Bomber (grenade cooldown on dodge) · Grenade Kickstart (refund grenade energy from Armor Charge when it bottoms out).
Chest: resistance mods to taste (Solar/Arc/Void) under the Radiant/Restoration layer.
Class item: Bomber / Reaper to taste · stat-font for Grenade if short.
Surge: Solar Weapon Surge ×2 (flat Solar damage straight onto the rocket).
Anti-Champion: none intrinsic to the rocket — cover via the artifact (Anti-Champion Nosecone) or an anti-champion Primary/Special.
Artifact — Queensfoil Censer
The Solar/rocket artifact for a Solar Gunslinger rocket build: it amplifies the scorch/Radiant/ignition chain, hard-buffs the rocket itself, and finally gives this slot the Champion stun the weapon lacks.
Kindling Trigger makes Radiant turn Eyes of Tomorrow's rounds into scorch appliers, so every salvo is also ignition setup for the whole Solar chain.
Blast Radius grants Armor Charge on rapid Rocket Launcher final blows, fuelling the Argent Ordnance damage loop.
Anti-Champion Nosecone gives the rocket bonus Champion damage — the salvo now hurts the champs Eyes on All can't intrinsically break.
Revitalizing Blast ignites a stunned Champion and clears your shield stun, cashing in the scorch you stacked.
Perpetual Destruction refunds ammo and reload on rapid rocket kills, stretching the finite Heavy reserves Eyes on All burns through.
Rays of Precision ignites on Solar precision final blows while Radiant, so Lightweight Knife and Golden Gun feed the ignition economy.
Argent Ordnance spends the Armor Charge from Blast Radius for a flat damage + reload buff on every Eyes of Tomorrow shot.
Where it shines
Add-dense majors / champion-lite content — multi-lock salvos delete packs of orange bars at once; the grenade loop never lets the rocket sit empty.
Boss DPS bursts — against one target the tracking rounds converge for a full-stack hit; stack the salvo with a stuck Tripmine and Golden Gun for a spike.
Champion coverage — flag this. Eyes of Tomorrow has no intrinsic Champion breaker (`champion: null` in weapon_facts — Eyes on All is a targeting trait, not a stun), and the artifact picks don't add one either: Anti-Champion Nosecone only increases the rocket's damage to Champions (it doesn't stun), and Revitalizing Blast only ignites a Champion that is already stunned. So bring an anti-champion Primary/Special for the actual break — then Nosecone amplifies the salvo into the stunned champ and Revitalizing Blast cashes in an ignition. Treat the rocket as the damage, not the stun.
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 (8/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction2efill
Causing damage with a powered melee attack reduces your grenade cooldown.
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.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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).