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Solar

Fighting Lion — The Only Primary You Need (Hunter)

Bounce-shot add-clear + scorch/ignition engine, primary-slot GL
✓ Manifest Void · Primary · 90 RPM · No intrinsic champion

Weapon: Fighting Lion (Grenade Launcher · Special · Kinetic) · Subclass: Gunslinger (Solar) · Role: Bounce-shot add-clear + scorch/ignition engine, primary-slot GL Sandbox: 9.7.0 · Created 2026-06-16

Fighting Lion isn't a Special weapon you swap to — it is your primary. Hold the trigger, lob a bouncing payload, release to detonate exactly when it kisses the head you want. It draws white-ammo bricks like a primary, so you never run dry, and the catalyst turns every shot into a buff for the gun you actually kill bosses with. Bolt it to Solar Gunslinger and a kill loop feeds you a second grenade launcher — Gunpowder Gamble — that ignites on impact. Two GLs, infinite ammo, scorch everywhere.

The weapon

Delayed Gratification (intrinsic, verbatim): "Grenade projectiles will bounce off surfaces. [Shoot] : Fire; release to detonate."

Chimera (catalyst, verbatim): "After this weapon fires, equipped Kinetic and Power weapons gain a brief period of increased handling and accuracy."

What it does: you hold [Shoot] to keep a live grenade in the chamber and release to detonate — so you control airburst timing and can bank shots around cover and off walls/ceilings into rooms you can't see. Crucially, Fighting Lion regenerates ammo from kills/over time like a primary (it draws on the primary economy, not Special bricks), so it's a no-ammo-anxiety add-clear tool you can fire forever. The catalyst then pays you for firing it: every shot grants a short handling + accuracy window to your other Kinetic and Power guns — i.e. it greases the swap to your real DPS weapon. Fire Lion → swap → snap-shot a major/boss with a buffed weapon → swap back.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch/ignition payoff + Gunpowder Gamble = a second on-demand GL.
SuperGolden Gun: Deadshot (Nighthawk-style burst) or Blade BarrageSingle-target delete for what Lion can't ignite; on-theme, not the build.
Class abilityMarksman's DodgeReloads + repositions; clean reset between bounce volleys.
MeleeKnife Trick (or Lightweight Knife)Scorch on hit → feeds Searing/Singeing; precision-kill Radiant via Torches loop.
GrenadeTripmine GrenadeHands-off scorch trap; the built grenade is Gunpowder Gamble anyway.
Aspect 1Gunpowder Gamble"Defeat targets to charge up an improvised Solar explosive." Lion's add-clear charges it; throw = a second igniting GL.
Aspect 2On Your Mark"Class ability or precision hits grant … reload speed and Weapons stat … Stacks ten times." +Weapons stat = more PvE damage on the swap-to weapon.
Fragments (4)

Exotic armour — Sealed Ahamkara Grasps (Gauntlets)

Verbatim: "Powered melee and finisher final blows grant Nightmare Fuel, increasing handling and airborne effectiveness. While active, freshly drawn weapons deal additional damage and grant Nightmare Fuel on final blows. Gaining Nightmare Fuel reloads all holstered weapons."

Why it's the pick: this is the swap-build exotic, and Fighting Lion is the ultimate swap build. The catalyst already greases the draw (handling/accuracy); Sealed Ahamkara makes that freshly drawn weapon hit harder, and Nightmare-Fuel kills reload your holstered Lion for free — so you never reload the GL by hand. Knife Trick proc (powered melee) → Nightmare Fuel → draw your special/heavy with bonus damage → kills keep the fuel alive and top off Lion in the holster. Fire-and-swap becomes a damage multiplier instead of a tax.

The other two weapon slots (Lion occupies the Special/Energy slot as a Kinetic GL, so build around it):

Why this works (the mechanics)

Stats & mods

Weapons 200 → Class 100+ → Grenade. Weapons is king: it scales the PvE damage of the swap-to weapons that Chimera/Sealed Ahamkara/On Your Mark all empower. Class ~100 keeps Marksman's Dodge near-constant (the scorch fragments + Singeing already accelerate it), which re-arms On Your Mark and reloads on demand. Grenade is the dump stat — the built Gunpowder Gamble grenade comes from kills, not the grenade cooldown.

Archetypes: Powerhouse / Gunner-primary pieces (Weapons-forward), Brawler or Specialist for the Class/Grenade trickle. Mods: Heavy/Special Weapon Surge ×2 matching your heavy's element on boots (the catalyst's beneficiary), Loader mods for the heavy, Firepower (grenade kills → Orbs) since Gunpowder Gamble counts as a grenade, Harmonic/Solar Siphon for orbs, Time Dilation / Bomber as filler. Stat tuning: +Weapons/−Grenade where available.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3eRapid 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 (9/10)Weapon Loader (faster reload) 3e
Firepower 3eYour grenade final blows create Orbs of Power.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
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.
Solar Weapon Surge 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)Bomber 1eReduces grenade cooldown when using your class ability.
Time Dilation 3eYour decaying Armor Charge has a longer duration.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).