✓ Manifest Solar · Heavy · 20 RPM · No intrinsic champion
Weapon: Eyes of Tomorrow (Rocket Launcher · Heavy · Solar) · Subclass: Gunslinger · Role: Multi-lock burst + grenade-fed Heavy engine Sandbox: 9.7.0 · Created 2026-06-16
The Deep Stone Crypt rocket that locks four targets and fires a salvo at all of them at once. The catalyst quietly turned it into a grenade weapon: splash grants 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 grenade. So the rocket feeds the Tripmine, the Tripmine reloads the rocket, and the single-shot mag stops being a downside.
The weapon
Eyes on All (intrinsic): "This weapon is capable of tracking and firing at multiple targets simultaneously." Aim down sights to soft-lock up to four combatants in view; one trigger pull launches a tracking salvo that splits across every locked target. Against a single boss all rounds converge for full-stack damage; against a pack it deletes four orange bars in one shot.
Catalyst — Demolitionist / Blast Distributor (verbatim): "Kills with this weapon generate grenade energy. Activating your grenade ability reloads this weapon from reserves." + "Dealing splash damage grants a bonus to Grenade stat." The catalyst is the whole reason this is a Hunter grenade build, not just a burst rocket — Demolitionist makes the grenade your reload button (no slow manual reload of the 1-round mag), and Blast Distributor pumps your Grenade stat every time the salvo lands, charging the next grenade faster.
Mag is 1; reload is slow and irrelevant once Demolitionist is online. Solar element means it surges off Solar Weapon Surge and benefits from the entire Gunslinger scorch/ignition ecosystem.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Element-matched to the rocket; surge + 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 four locks.
Melee
Knife Trick / Lightweight Knife
Scorch + precision-kill feed for the Solar fragments.
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, all while you wait on rocket reserves.
Aspect 2
Knock 'Em Down
Enhances Marksman Golden Gun (duration) and refunds melee on radiant knife kills — keeps the Solar economy turning between rockets.
Fragments
Ember of Ashesmore scorch stacks → faster ignitions
Ember of Blisteringignition kills grant grenade energy — stacks with Demolitionist to rush the Tripmine
Ember of Searingscorch kills → melee + Firesprite
Ember of EmpyreanSolar final blows extend Radiant/Restoration — the rocket and Gunpowder Gamble both qualify
Exotic armour — Young Ahamkara's Spine (Gauntlets)
This is the keystone. The rocket's splash and Tripmine detonations are ability/ ability-adjacent damage, and every bit of it feeds the next Tripmine. Combined with the catalyst's Demolitionist, you get a two-way loop that almost never asks you to stand still and reload:
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're 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. Young Ahamkara's Spine returns Tripmine energy from ability damage, and the rocket's splash plus the Tripmine's own blast both 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 — three sources, 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 + Knife Trick keep you applying scorch and triggering ignitions (Ember of 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 four-for-one value. Each Heavy round can delete up to four majors. With limited Heavy economy, multi-lock means your reserves go four times as far per pull — the build is built to make every one of those shots land into the scorched, Tripmine-softened group you set up.
Stats & mods
Grenade 150–200 → Weapons → Super/Health. Grenade is the primary stat: it shortens Tripmine cooldown and the enhanced Grenade-stat benefit makes Blast Distributor and Bomber land harder. Push Weapons next for flat Solar damage; Super and Health split the remainder.
Mods, by piece:
Helmet: Ashes to Assets (Super on grenade kills — the Tripmine and rocket both qualify) · Heavy Ammo Finder (more reserves to feed Eyes on All).
Gauntlets: 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/Resto.
Boots:Solar Weapon Surge ×2 (≈+17% Solar damage straight onto the rocket) · Heavy Ammo Scavenger (bigger reserves on pickup).
Class item: Bomber/Reaper to taste · stat-font for Grenade if short.
Charged with Light option: Firepower (regain grenade energy on grenade use) if you stack Armor Charge instead of pure stat-fonts.
The other two weapon slots
Primary (Kinetic/Stasis): a scorch/ignition-friendly Solar Primary is ideal for Empyrean/Blistering uptime, but any add-clear Primary works — its job is to get kills that charge Gunpowder Gamble and keep grenade energy topped between Heavy shots.
Special: a Solar Special (e.g. a Solar shotgun or fusion) to keep surge-matching and feed Ember procs while you wait on Heavy ammo; or a champion archetype Special if the activity needs the coverage the rocket can't give.
Where it shines
Add-dense majors / champion-lite content — multi-lock salvos delete packs of orange bars four at a time; the grenade loop never lets the rocket sit empty.
Boss DPS bursts — against one target all four tracking rounds converge for a full-stack hit; pair the salvo with a stuck Tripmine and Golden Gun for a spike.
Champion coverage — flag this. Eyes of Tomorrow is an Aggressive-frame Heavy rocket with a bespoke multi-lock intrinsic; it does not carry a reliable built-in champion stun (rockets are not in the Aggressive/Precision/ Lightweight archetype-stun lanes the way Primaries are, and Eyes on All is a targeting trait, not a stun). Cover champions from your other two slots (a Barrier/Unstoppable/Overload archetype Primary or Special) or the seasonal artifact. Treat the rocket as the damage, not the stun. (Verify in-game.)