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Solar

Gjallarhorn — Wolfpack Warlord (Solar Hunter)

Boss DPS — a Super↔rocket rotation that buffs the whole fireteam's rockets
Gjallarhorn on light.gg
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

SlotPickWhy
SubclassGunslinger (Solar)Solar element matches the rocket so one surge and the Ember fragments buff both halves of the rotation.
SuperGolden Gun: MarksmanSingle-target precision Super — the off-rotation nuke fired while the rocket reloads.
Class abilityMarksman's DodgeInstantly reloads Gjallarhorn mid-fight — fire the burst, dodge, fire again with no reload animation.
MovementTriple JumpAerial repositioning to line up rocket shots and reach orbs without leaving the damage lane.
MeleeLightweight KnifePrecision-kill loop that feeds Radiant + Ember of Searing melee/Firesprite economy.
GrenadeTripmine GrenadeSticks the boss for chip + scorch and is a cheap ignition feeder for the Solar verbs.
Aspect 1Knock 'Em DownMarksman Golden Gun gains increased duration — more shots per Super, a longer burst window between rocket reloads.
Aspect 2Gunpowder GambleDefeating adds charges a free Solar explosive → ignitions for ammo/Firesprite economy without spending Super or rocket ammo on trash.
FragmentsAshes · Searing · Char · EmpyreanScorch/ignition economy plus Radiant/Restoration upkeep off Solar kills (see line below).
Exotic armourStar-Eater Scales (Leg Armor)Converts the orbs Gjallarhorn generates into a fully-overcharged Golden Gun — the second nuke of the rotation.
Weaponsnon-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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (8/10)Heavy Handed 3eYour powered melee 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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Void Resistance 1eReduces incoming Void damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
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 1eYour 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1e fillReduces 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).