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Solar

Gjallarhorn — Wolfpack Warlord (Hunter)

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

SlotPickWhy
SubclassGunslinger (Solar)Solar element matches the gun for surge/Ember synergy; Golden Gun is the burst that alternates with Gjallarhorn.
SuperGolden Gun: MarksmanSingle-target precision Super — the off-rotation nuke while the rocket reloads/refills. Knock 'Em Down extends its window.
Class abilityMarksman's DodgeInstant full reload of Gjallarhorn mid-fight — fire 2, dodge, fire 2 again with no reload animation.
MeleeLightweight KnifePrecision-kill loop for Radiant + Ember of Searing melee/Firesprite economy.
GrenadeTripmine GrenadeStick the boss for chip + scorch; cheap ignition feeder for the Solar verbs.
Aspect 1Knock 'Em DownMarksman Golden Gun gains increased duration — more shots per Super, 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.
Fragments

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:

Why this works (the mechanics)

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).

Where it shines