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Solar

Eyes of Tomorrow — Wish-Dragon Ordnance (Solar Hunter)

Multi-lock burst rocket fed by a self-reloading Tripmine engine
Eyes of Tomorrow on light.gg
✓ 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

SlotPickWhy
SubclassGunslinger (Solar)Element-matched to the rocket; surge, scorch and ignition support, and the Tripmine engine lives here.
SuperGolden Gun: MarksmanOn-theme single-target finisher for whatever survives the salvo; Knock 'Em Down extends its window.
Class abilityGambler's DodgeMelee energy near enemies; reposition between salvos to re-acquire a fresh set of locks.
MovementTriple JumpExtra aerial adjustment to line up the four-target lock over a pack.
MeleeLightweight KnifePrecision-kill scorch feed for the Solar fragments and Rays of Precision.
GrenadeTripmine GrenadeThe build's heartbeat — Spine buffs it and ability damage refunds it; throwing it reloads the rocket.
Aspect 1Gunpowder GambleKills charge a free Solar explosive → ignitions → more scorch payouts while you wait on rocket reserves.
Aspect 2Knock 'Em DownExtends Marksman Golden Gun and, while radiant, fully refunds melee on Throwing Knife final blows — keeps the Solar economy turning between rockets.
FragmentsAshes · Blistering · Searing · EmpyreanScorch density, a second grenade-energy faucet, melee/Firesprite returns, and Radiant/Restoration uptime.
Exotic armourYoung Ahamkara's Spine (Gauntlets)Wish-Dragon Teeth buffs Tripmine duration/radius and refunds Tripmine energy from ability damage — the other half of the loop.
WeaponsSolar Primary + Solar SpecialAn 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

Why it works (the mechanics)

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:

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.

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 (8/10)Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction 2e fillCausing damage with a powered melee attack reduces your grenade cooldown.
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 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces 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).