Your gear best achievable Super 125 / 200 target — 75 short — needs better rolls
Health 83 · Melee 48 · Grenade 9 · Super 125 · Class 8 · Weapons 68 · armour only; stat mods + fragments add more
✓ Manifest Solar · Heavy · 15 RPM · No intrinsic champion
Centerpiece: Gjallarhorn (Rocket Launcher · Heavy · Solar) · Subclass: Gunslinger · Role: Boss DPS — a Super↔rocket rotation that buffs the whole fireteam's rockets Sandbox: 9.7.0 · Updated 2026-07-03
The original raid trophy, and still the only rocket that makes other people's rockets hit harder. Every impact splits into tracking Wolfpack micro-missiles, the catalyst adds a fatter homing missile on every kill, and Pack Hunter sprays Wolfpack Rounds onto every non-exotic rocket in the fireteam. Your job as the Hunter is to burn the two-shot burst, dodge to skip the reload, and alternate it with a fully-overcharged Golden Gun so the boss never gets a breath.
The weapon
Wolfpack Rounds (intrinsic):"Rounds fired split into tracking micro-missiles upon detonation."
Pack Hunter (weapon trait):"Gain increased handling and reload speed when standing near allies. Firing this weapon also grants Wolfpack Rounds to nearby allies wielding non-Exotic Rocket Launchers."
Catalyst — More Wolves:"Increases magazine size. Final blows with Wolfpack Rounds spawn a faster, more powerful micro-missile at the target's location."
A 15 RPM Solar Heavy rocket whose direct hit is only the opening move. On detonation it spawns a swarm of tracking micro-missiles; the catalyst grows the magazine (so you fire twice before reloading) and adds a heavier homing missile on every Wolfpack kill; and Pack Hunter makes it a team weapon — any non-exotic rocket fired nearby also gains Wolfpack Rounds. That is the whole pitch: Gjallarhorn is a fireteam DPS multiplier, not just a personal gun. Its one weakness is the tiny reserve and slow reload of an Aggressive rocket, which is exactly what Marksman's Dodge and an orb-fed Golden Gun exist to paper over. Note it carries no intrinsic Champion stun (see Verify notes).
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Solar element matches the rocket so one surge and the Ember fragments buff both halves of the rotation.
Super
Golden Gun: Marksman
Single-target precision Super — the off-rotation nuke fired while the rocket reloads.
Class ability
Marksman's Dodge
Instantly reloads Gjallarhorn mid-fight — fire the burst, dodge, fire again with no reload animation.
Movement
Triple Jump
Aerial repositioning to line up rocket shots and reach orbs without leaving the damage lane.
Melee
Lightweight Knife
Precision-kill loop that feeds Radiant + Ember of Searing melee/Firesprite economy.
Grenade
Tripmine Grenade
Sticks the boss for chip + scorch and is a cheap ignition feeder for the Solar verbs.
Aspect 1
Knock 'Em Down
Marksman Golden Gun gains increased duration — more shots per Super, a longer burst window between rocket reloads.
Aspect 2
Gunpowder Gamble
Defeating adds charges a free Solar explosive → ignitions for ammo/Firesprite economy without spending Super or rocket ammo on trash.
Fragments
Ashes · Searing · Char · Empyrean
Scorch/ignition economy plus Radiant/Restoration upkeep off Solar kills (see line below).
Exotic armour
Star-Eater Scales (Leg Armor)
Converts the orbs Gjallarhorn generates into a fully-overcharged Golden Gun — the second nuke of the rotation.
Weapons
non-exotic Rocket Launcher (Energy) + Solar Special/orb-pump Primary (Kinetic)
The energy rocket catches Pack Hunter's Wolfpack Rounds for a self double-dip; the primary just pumps orbs to keep Star-Eater fed.
Fragments
Ember of Ashesmore scorch per hit → faster ignitions
Ember of Searingscorch kills → melee energy + Firesprite, your add-clear economy
Ember of Charignitions spread scorch, +10 Grenade
Ember of EmpyreanSolar weapon/ability kills extend Radiant and Restoration — Gjallarhorn kills keep both rolling
Why it works (the mechanics)
The catalyst turns it into a burst weapon. More Wolves increases the magazine, so you fire multiple rockets — multiple impacts, multiple micro-missile swarms, plus a bonus homing missile on every Wolfpack kill — before you ever touch reload. Against a boss that is the difference between one wave of Wolfpacks and a sustained swarm.
Marksman's Dodge is the reload. Aggressive rockets reload slowly; dodging refills the magazine instantly. Fire the burst → dodge → fire again → cast Golden Gun → repeat. The rocket's only real weakness (15 RPM, slow reload) is erased by the class ability.
Pack Hunter makes one rocket a fireteam rocket. Standing near allies buffs Gjallarhorn's own handling and reload and grants Wolfpack Rounds to every nearby non-exotic rocket. In a damage phase the whole team's rockets split into tracking swarms — which is why it never left the meta. Running your own non-exotic rocket in the energy slot lets you self-double-dip.
Star-Eater alternates the burst with the Super, no downtime. Gjallarhorn generates Orbs (siphon / Heavy Handed); Feast of Light funnels them into a fully overcharged Golden Gun the instant Super is full → bonus Super damage + a heal + an overshield. You are either rocketing or Golden-Gunning the entire phase.
Solar everything stacks one surge. Solar rocket + Solar Super + Solar weapon surge on the boots means a single +damage source rides both halves of the rotation, and Ember of Empyrean keeps Radiant (a flat weapon-damage buff) up off Gjallarhorn kills so the rocket buffs itself.
The scorch loop feeds the Golden Gun half for free. Gunpowder Gamble and Tripmine keep ignitions rolling on the adds; Ember of Searing turns those scorch kills into melee energy and Firesprites, so add-clear pays for the ability economy without spending rocket ammo or Super on trash.
Stats & mods
Super 200 → Weapons → Class. Super maximises Golden Gun uptime (the second nuke); Weapons adds universal PvE weapon damage on top of the rocket; Class feeds Marksman's Dodge (the reload). Lean Super/Weapons archetype armour.
Mods:
Boots: Solar Weapon Surge ×2 — straight +Solar weapon damage onto Gjallarhorn, the single biggest mod for the gun.
Arms: Heavy Handed (powered-melee kills → Orb, more Star-Eater fuel) · Heavy Ammo Finder.
Chest: Solar/Arc/Void Resistance to taste under the overshield.
Class item: Powerful Attraction (dodge vacuums orbs straight into Super overcharge) · Reaper.
Surge: Solar Weapon Surge (matches rocket, Super, and Radiant into one damage stack).
Anti-Champion: none intrinsic — bring a champion-capable secondary or artifact stun for Barrier/Overload/Unstoppable (see Where it shines).
Artifact — Queensfoil Censer
The Solar-and-Rocket artifact: it amplifies the Radiant/Scorch loop that feeds Golden Gun and directly buffs Gjallarhorn's damage, reload, and Armor Charge economy.
Kindling Trigger makes Radiant cause Solar weapons to apply Scorch to unscorched combatants — turning every Gjallarhorn hit into an ignition feeder while Radiant is up.
Blast Radius grants Armor Charge on rapid rocket/grenade-launcher final blows — the fuel that Argent Ordnance spends.
Anti-Champion Nosecone makes Rocket Launchers deal increased damage to Champions — bonus damage into champion targets (note: damage, not a stun).
Perpetual Destruction refunds ammo and boosts reload on rapid non-exotic rocket kills — keeps the energy-slot Wolfpack rocket firing.
Revitalizing Blast ignites a Champion when you stun it and clears your shield stun — it pays off a stun rather than providing one, so it needs a stun source in the kit.
Argent Ordnance consumes a stack of Armor Charge on firing a rocket for increased damage and reload — the headline DPS multiplier, fed by Blast Radius.
Rays of Precision ignites combatants on Radiant Solar precision final blows — pays off Radiant on the Golden Gun half and keeps scorch spreading.
Where it shines
Raid/dungeon boss DPS: the two-nuke rotation (overcharged Golden Gun ↔ catalyzed Gjallarhorn) plus Pack Hunter buffing the whole team's rockets is a classic, still-top-tier damage phase.
GM / −30/−40 content: Anti-Champion Nosecone + Argent Ordnance make the rocket a high-value priority-target deleter, while Star-Eater's overshield and Restoration cover survivability.
Champion coverage:none intrinsic — Gjallarhorn has no built-in stun (champion = None in the manifest) and this exact 2/3/2 has no stun mod either; Anti-Champion Nosecone only adds Champion damage. Bring a champion-capable primary (or an artifact stun mod) for Barrier/Overload/Unstoppable, and let Golden Gun handle priority kills.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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.
Chest (6/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
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.
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.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Bomber1efill
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). Flex/loadout-dependent: Super; Radiant into one damage stack). - **Anti-Champion:** none intrinsic — bring a champion-capable secondary or artifact stun for Barrier/Overload/Unstoppable (see Where it shines).