Boss/champion DPS — Super↔rocket rotation that buffs the whole fireteam's rockets
✓ Manifest Solar · Heavy · 15 RPM · No intrinsic champion
Weapon: Gjallarhorn (Rocket Launcher · Heavy · Solar) · Subclass: Gunslinger · Role: Boss/champion DPS — Super↔rocket rotation that buffs the whole fireteam's rockets Sandbox: 9.7.0 · Created 2026-06-16
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. The Hunter job is to maximise the gun's two-shot reserve burst, cover its one weakness (Unstoppable + ammo), and alternate it with a Super so the boss never gets a breath. Star-Eater turns the orbs Gjallarhorn vomits into a second nuke.
The weapon
Wolfpack Rounds (intrinsic):"Rounds fired split into tracking micro-missiles upon detonation."
Catalyst — More Wolves:"Increases magazine size. Final blows with Wolfpack Rounds spawn a faster, more powerful micro-missile at the target's location."
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."
A 15 RPM Aggressive-frame Solar rocket. The direct hit is only the start: on detonation it spawns a swarm of tracking micro-missiles, the catalyst doubles the mag (1→2, so you fire twice before reloading) and adds a heavier homing missile on every kill, and Pack Hunter makes it a team buff — any non-exotic rocket nearby fires Wolfpack Rounds too. It's a DPS multiplier for the whole fireteam, not just a personal gun. Aggressive frame → Unstoppable under Anti-Champion 2.0, but the ready/reload stun is artifact-sourced (see below), not intrinsic to the exotic.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Solar element matches the gun for surge/Ember synergy; Golden Gun is the burst that alternates with Gjallarhorn.
Super
Golden Gun: Marksman
Single-target precision Super — the off-rotation nuke while the rocket reloads/refills. Knock 'Em Down extends its window.
Class ability
Marksman's Dodge
Instant full reload of Gjallarhorn mid-fight — fire 2, dodge, fire 2 again with no reload animation.
Melee
Lightweight Knife
Precision-kill loop for Radiant + Ember of Searing melee/Firesprite economy.
Grenade
Tripmine Grenade
Stick the boss for chip + scorch; cheap ignition feeder for the Solar verbs.
Aspect 1
Knock 'Em Down
Marksman Golden Gun gains increased duration — more shots per Super, 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
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/Restoration — Gjallarhorn kills keep both up
Exotic armour — Star-Eater Scales (Leg Armor)
Feast of Light:"You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield."
This is the iconic Hunter heavy-DPS pairing. The whole loop is a two-nuke rotation: empty Gjallarhorn into the boss → its kills and Orb generation overcharge your Super → cast a fully-overcharged Golden Gun for bonus Super damage + heal + overshield → reload the rocket (Marksman's Dodge) and repeat. Star-Eater doesn't buff the rocket directly; it converts the byproduct of firing it (orbs, full-Super windows) into a second damage phase, so neither half of the rotation is ever idle.
Other two weapon slots:
Kinetic/Primary: any Solar Special or a champion-stun primary — but the real pick is whatever generates orbs fastest to keep Star-Eater fed (Heavy-Handed / siphon mods do the heavy lifting; the primary is just an orb pump between rockets).
Energy:a non-exotic Rocket Launcher so Pack Hunter's Wolfpack Rounds land on it too — fire Gjallarhorn, then dump a second Wolfpack-buffed rocket in the same window. (Solo? Swap to a Solar Special for surge stacking and ammo economy.)
Why this works (the mechanics)
The catalyst makes it a 2-shot burst, not a 1-shot. Mag 1→2 means you fire twice — two impacts, two micro-missile swarms, plus a bonus homing missile per kill — before you ever touch reload. Against a boss that's the difference between one wave of Wolfpacks and a sustained swarm.
Marksman's Dodge is the reload. Aggressive rockets reload slowly; dodging refills the mag instantly. Fire 2 → dodge → fire 2 → Golden Gun → repeat. The rocket's only real weakness (RPM 15, slow reload) is erased by the class ability.
Pack Hunter turns one rocket into a fireteam rocket. Standing near allies buffs Gjallarhorn's own handling/reload and sprays Wolfpack Rounds onto every non-exotic rocket nearby. In a DPS phase the whole team's rockets split into tracking swarms — Gjallarhorn is a force multiplier, which is why it never left the meta. Run a non-exotic rocket in the energy slot to self-double-dip.
Star-Eater alternates the burst with the Super, no downtime. Gjallarhorn generates Orbs (siphon/Heavy-Handed); Star-Eater funnels them into a fully overcharged Golden Gun the instant Super is full → bonus Super damage + heal + overshield. You're either rocketing or Golden-Gunning the entire phase.
Solar everything stacks one surge. Solar rocket + Solar Super + Solar surge mods on the boots = the same +damage source buffs both halves of the rotation. Ember of Empyrean means Gjallarhorn kills keep Radiant up, and Radiant is a flat weapon-damage buff that rides on the rocket too.
Anti-Champion 2.0 — Aggressive frame stuns Unstoppable. 15 RPM puts Gjallarhorn in the Aggressive bracket → Unstoppable under the 2.0 archetype rules, but the actual stun on a single-mag rocket needs the artifact's Unstoppable Rocket Launcher mod (ready/reload → stun) to be reliable. With it, Gjallarhorn covers Unstoppable and is permanently overcharged.
Stats & mods
Super 200 → Weapons 100+ → 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).
Boots: Solar Weapon Surge ×2 — straight +Solar weapon damage onto Gjallarhorn, the single biggest mod for the gun.
Helmet: Solar Siphon (Solar kills → Orbs — feeds Star-Eater) · Ashes to Assets (Super energy on grenade kills).
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.
Artifact (Heavy/rocket lane — the real enabler):Unstoppable Rocket Launcher (ready/reload stun + always overcharged), Anti-Champion Nosecone (rockets deal increased damage to Champions), Argent Ordnance (spend Armor Charge on firing → rocket damage + reload), Heavy Ordnance Regeneration (sustained rocket damage → DR + ability regen). These four turn Gjallarhorn from "good" to "endgame boss-DPS centerpiece."
Where it shines
Raid/dungeon boss DPS: the two-nuke rotation (overcharged Golden Gun ↔ catalyzed Gjallarhorn) plus Pack Hunter buffing the team's rockets is a classic, still-top-tier damage phase.
GM / −30/−40 content: Anti-Champion Nosecone + Unstoppable Rocket Launcher make the rocket a champion-deleter; Heavy Ordnance Regeneration + Star-Eater's overshield cover survivability.
Champion coverage:Unstoppable via Aggressive frame + artifact Unstoppable Rocket Launcher. Barrier/Overload are not covered by this loadout — bring a primary or artifact mod for those, or lean on Golden Gun for priority targets.