✓ Manifest Solar · Special · 20 RPM · No intrinsic champion
Centerpiece: Heirloom (Combat Bow · Special · Solar) · Subclass: Gunslinger · Role: Unstoppable-stunning bow that scorches a room, cascades ignitions, and farms them back into ability energy Sandbox: 9.7.0 · Updated 2026-07-03
A Solar combat bow that fires explosive bolts, stuns Unstoppables intrinsically, and — with the catalyst — scorches every direct hit and spreads it on kill. The build does one thing relentlessly: stack scorch with the bow, convert it to ignitions, and let the Gunslinger fragment kit pay you back grenade, melee and class energy off the burning. You clear a GM room on a bow and save Heavy for the health bar.
Catalyst — Heirloom Catalyst:"Direct hits with charged shots scorch the target. This weapon deals more damage against scorched targets. / Incandescent: Defeating a target spreads scorch to those nearby. More powerful combatants and opposing Guardians cause scorch in a larger radius."
Uncatalysed, Heirloom is an Unstoppable-stunning explosive bow with area-of-effect on the bolt. Catalysed, it becomes a Solar scorch machine: every charged direct hit scorches, the weapon then deals bonus damage to those scorched targets — a self-fulfilling loop on the same target, since the shot that scorches makes the next shot hit harder — and every kill Incandescent-spreads scorch to the pack. Stack scorch to the ignition threshold and the target ignites for a large Solar burst, which this build deliberately farms because Gunslinger turns ignitions and scorched-target kills into ability energy. Powerful combatants spread in a larger radius, so the engine scales up in harder content rather than falling off.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Native scorch/ignition verbs the catalysed bow already speaks; champion and ability economy all key off Solar burning.
Super
Golden Gun: Marksman
On-theme single-target precision delete for the priority target the scorch loop can't burn down fast enough.
Class ability
Marksman's Dodge
Instantly reloads all weapons on dodge (handy on a slow bow) and triggers On Your Mark's reload + Weapons-stat stack.
Movement
Triple Jump
Extra mid-air adjustments to reposition and hold sightlines while the ignition cascade thins the pack.
Melee
Proximity Explosive Knife
Feeds Caliban's Hand: the knife's explosion scorches and its final blow ignites, a second ignition source on the same Solar loop.
Grenade
Tripmine Grenade
Sticky Solar burst that scorches and ignites clusters the bow has pre-scorched.
Aspect 1
Gunpowder Gamble
Kills charge a thrown Solar explosive → free ignitions on a pre-scorched pack; the bow charges it fast.
Aspect 2
On Your Mark
Precision hits or class-ability activation grant you and allies reload speed + Weapons stat, stacking ten times — direct PvE damage on the bow.
Fragments
Ashes · Char · Searing · Empyrean
Front-load scorch, re-seed it off ignitions, refund melee/Firesprite on scorched kills, and sustain off Solar kills.
Exotic armour
Caliban's Hand (Gauntlets)
"Roast 'Em: Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow." Turns the melee slot into an independent ignition trigger.
Weapons
Kinetic primary + Solar Heavy
Heirloom occupies the Special slot, so pair a kinetic primary for ammo economy and a Solar Machine Gun or Rocket for boss DPS and surge-matched element.
Fragments
Ember of Ashes · Ember of Char · Ember of Searing · Ember of Empyrean
Why it works (the mechanics)
The bow is the Unstoppable answer — intrinsically. Bolt Thrower carries a bespoke Unstoppable stun (not an archetype trait — Heirloom and Leviathan's Breath have dedicated per-exotic bow stuns). You get Unstoppable coverage from the Special slot, freeing your kinetic and Heavy weapons and artifact mods to cover Barrier and Overload.
The catalyst is a closed damage loop on one target. Direct hit → scorch → "deals more damage against scorched targets" → the very next bolt hits harder because the first scorched. Ember of Ashes increases scorch applied by ~50% (Clarity), so a priority target reaches the ignition threshold in a couple of charged bolts.
Incandescent + Ember of Char make it self-propagating across a pack. A kill spreads scorch (catalyst), and ignitions apply 40 scorch — 60 with Ashes (Clarity) — to everything caught in the blast (Char). One charged bolt into a cluster cascades: scorch → kill → spread → ignite → spread → ignite, and powerful combatants spread in a larger radius.
Gunslinger turns the burning into a full ability economy. Ember of Searing: every scorched-target kill returns melee energy (8–25% by rank, Clarity) plus a Firesprite that feeds class/grenade. Gunpowder Gamble: kills charge a thrown Solar bomb for more ignitions. The bow doesn't just clear — it reloads your kit.
Caliban's Hand converts the melee slot into a second ignition source. Proximity Explosive Knife scorches on explosion and ignites on final blow, so your melee plays the exact verb the bow does — a thrown knife into a bow-scorched pack ignites it instantly. Two independent ignition triggers on one Solar loop.
On Your Mark and Empyrean pay you twice. Precision bolts (and Marksman's Dodge) stack reload + Weapons stat ×10 — flat PvE weapon damage on top of the scorched-target bonus — while Empyrean extends Restoration and Radiant off every Solar kill (up to 15 s, Clarity), so the kills that drive the loop also keep you alive with no healing-grenade tax.
Stats & mods
Weapons 200 → Health → Class. Weapons for the bow's per-hit damage (with On Your Mark on top); Class to keep Marksman's Dodge cycling (its reload + On Your Mark trigger); Health because Empyrean/Restoration covers survivability. Grenade and Melee ride up passively from Char (+10 Grenade), Searing (+10 Class) and Firesprite pickups.
Archetype lean: chase Weapons/Class pieces (Powerhouse, Gunner). Set bonuses are garnish — if a roll happens to carry a Solar-flavoured 2pc/4pc, fine, but chase the stats first.
Mods:
Boots: Solar Weapon Surge ×2 (straight onto the bow and your Solar Heavy) + Bow Scavenger to keep the Special slot topped.
Arms: Bow Loader + Heavy Handed for orb/melee economy off ability kills.
Chest: Solar Resistance ×2 for GM incoming-damage survivability.
Surge: Solar Weapon Surge — one element across bow, Heavy and abilities.
Anti-Champion: Unstoppable is handled by Bolt Thrower intrinsically; source Barrier and Overload from your kinetic/Heavy weapons' champion mods and the artifact.
Artifact — Queensfoil Censer
The Solar artifact, and the one that amplifies this exact loop: Radiant drives extra scorch, scorch drives ignitions, and the bow's intrinsic Unstoppable stun is turned into yet another ignition.
Kindling Trigger — while Radiant, Solar weapons apply Scorch to unscorched combatants, directly feeding the core loop before the catalyst even lands.
Fever And Chill — rapid Solar hits grant Radiant, the engine that powers Kindling Trigger and Rays of Precision.
Revitalizing Blast — stunning a Champion causes it to ignite and clears your shield stun, so every Unstoppable stun the bow lands is a free ignition.
Anti-Champion Nosecone — Rocket Launchers deal increased damage to Champions, covering the Barrier/Overload targets the bow can't stun if you run a Solar rocket Heavy.
Perpetual Destruction — rapid non-Exotic Rocket final blows refund ammo and boost reload, sustaining the Heavy's boss-DPS slot.
Rays of Precision — while Radiant, Solar precision final blows ignite, a second ignition trigger off the bow's headshots.
Solo Operative — precision final blows ramp weapon damage while solo, flat bow damage in lone-wolf GM runs.
Where it shines
GMs / −30 to −40 content: a Special-ammo Unstoppable stun plus room-clearing ignitions is the GM profile — the bow stuns Unstoppables on demand and the ignition cascade thins the pack while Heavy saves itself for the boss.
Add-dense PvE generally: scorch + Incandescent + Gunpowder Gamble is a self-sustaining clear engine that leans on the Special slot and your Firesprite/orb economy.
Champion coverage:Unstoppable — covered intrinsically by Heirloom (Bolt Thrower). Barrier and Overload are not covered by the bow — assign them to your kinetic primary and Solar Heavy champion mods and/or the artifact. This is a one-champion weapon; round out the other two on the rest of the kit.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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.
Chest (7/10)
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Solar Resistance2e
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)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate 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: Heavy; abilities. - **Anti-Champion:** Unstoppable is handled by Bolt Thrower intrinsically; source Barrier; Overload from your kinetic/Heavy weapons' champion mods; the artifact.