✓ Manifest Solar · Special · 20 RPM · No intrinsic champion
Weapon: Heirloom (Combat Bow · Primary · Solar) · Subclass: Gunslinger · Role: Unstoppable-stunning primary that scorches a room and ignites it Sandbox: 9.7.0 · Created 2026-06-16
A Solar combat bow that fires explosive bolts, stuns Unstoppables intrinsically, and — with the catalyst — scorches every direct hit and spreads it on kill. That is a primary-ammo, infinite-reserve Solar ignition engine. 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. No Heavy needed to clear a GM room.
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."
So uncatalysed it's an Unstoppable-stunning explosive bow with AoE 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), and every kill Incandescent-spreads scorch to the pack. Stack scorch to 100 and the target ignites for a large Solar AoE — which this build deliberately farms, because Gunslinger turns ignitions and scorched-kills into ability energy.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Native scorch/ignition verbs the catalysed bow already speaks; champion + ability economy all key off Solar burning.
Super
Golden Gun: Marksman (or Blade Barrage for adds)
On-theme single-target delete; Knock 'em Down extends its duration.
Class ability
Marksman's Dodge
Full reload on dodge (handy on a slow bow) + On Your Mark Weapons-stat stacking on activation.
Melee
Knife Trick
Scorches on hit, feeds the ignition loop without leaving Solar; Combination not needed.
Grenade
Tripmine Grenade
Sticky Solar burst that scorches + 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 / class ability → reload + Weapons stat ×10 for you and allies — direct PvE damage on the bow.
Fragments (4)
Ember of Ashesapply more scorch per hit — reach ignition faster
Ember of Charignitions spread scorch — re-seeds the Incandescent loop; +10 Grenade
Ember of Searingscorched-target kills → melee energy + Firesprite; +10 Class
Ember of EmpyreanSolar kills extend Restoration/Radiant — the bow keeps your sustain rolling; −10 Health
Exotic armour:Caliban's Hand (Gauntlets) — "Roast 'Em: Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow." (Run Proximity Explosive Knife in the melee slot when equipped.)
Other two weapon slots:
Special: a Solar Sniper or Solar Special GL with Incandescent/Firefly for the bosses/Barrier-Overload coverage the bow can't stun, and to keep all damage one element for surges.
Heavy: any Solar Machine Gun or Rocket (e.g. a Solar LMG) — boss DPS and the surge-matched element. The bow handles trash + Unstoppable; Heavy handles the health bar.
Why this works (the mechanics)
The bow is the champion answer for Unstoppable — intrinsically. Bolt Thrower carries a bespoke stun (Anti-Champion 2.0: not all bows do this — Heirloom and Leviathan's Breath have dedicated Unstoppable stuns). You get Unstoppable coverage from a primary, freeing your Special/Heavy slots and artifact mods for 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 one scorched. Ember of Ashes front-loads the scorch so a single priority target reaches ignition (100 scorch) in a couple of charged bolts.
Incandescent + Ember of Char make it self-propagating across a pack. A kill spreads scorch (catalyst), ignitions spread scorch (Char), and ignitions are created by stacking scorch — so one charged bolt into a cluster cascades: scorch → kill → spread → ignite → spread → ignite. Powerful combatants spread in a larger radius, so it scales up in harder content, not down.
Gunslinger turns the burning into a full ability economy. Ember of Searing: every scorched-target kill returns melee energy + a Firesprite (Firesprites feed your class/grenade). Gunpowder Gamble: kills charge a thrown Solar bomb → more ignitions. Knife Trick re-scorches for free. The bow doesn't just clear — it reloads your kit.
Caliban's Hand converts the melee slot into a second ignition source. Proximity Knife scorches on explosion and ignites on final blow — so your melee plays the exact same verb the bow does, and a thrown knife into a bow-scorched pack ignites it instantly. Two independent ignition triggers on one Solar loop.
On Your Mark double-dips the 9.7.0 Weapons stat. Precision bolts (and Marksman's Dodge) stack reload + Weapons stat ×10, which is flat PvE weapon damage on top of the catalyst's scorched-target bonus — two multipliers from just landing hits.
Empyrean keeps you alive off your own gunfire. Solar bow kills extend Restoration and Radiant, so the same kills that drive the ignition loop also sustain you — no healing-grenade tax.
Stats & mods
Priority: Weapons 100+ → Health 100 → Class. Weapons for the bow's per-hit damage (and On Your Mark on top); Class to keep Marksman's Dodge (reload + On Your Mark trigger) cycling; Health since Empyrean/Restoration covers survivability. Grenade/Melee ride up from Char (+10 Grenade), Searing (+10 Class) and Firesprite pickups.
Mods: Bow Loader + Bow Scavenger (the bow lives on primary ammo — keep it topped), Solar Weapon Surge ×2 on boots (straight onto the bow and your Solar Special/Heavy), Firepower/Heavy Handed for orb generation off ability kills, Solar Resistance on chest. Helmet: Harmonic/Solar Siphon (Solar kills → Orbs → On Your Mark / Super). Class item: Bomber + Powerful Attraction.
Archetypes: lean 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.
Where it shines
GMs / −30 to −40 content: a primary-ammo Unstoppable stun plus room-clearing ignitions is exactly the GM profile. The bow stuns Unstoppables on demand; the Special/Heavy and artifact handle Barrier/Overload; the ignition cascade thins the pack while your Heavy saves itself for the boss.
Champion coverage:Unstoppable — covered intrinsically by Heirloom (Bolt Thrower).Barrier and Overload are not covered by the bow — assign them to your Special/Heavy archetypes (Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload) and/or artifact anti-champion mods. State plainly: this is a one-champion weapon; round out the other two on the rest of the kit.
Add-dense PvE generally: scorch + Incandescent + Gunpowder Gamble is a self-sustaining clear engine that costs only primary ammo.
Artifact — Queensfoil Censer (Season of the Wish)
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. Champions: the bow covers Unstoppable intrinsically and Revitalizing Blast converts every stun into an ignition — Barrier/Overload still come from your Solar Special/Heavy archetypes (this pool has no Barrier/Overload mod).
Tier 1:Kindling Trigger (Radiant makes the bow apply Scorch on every hit — directly feeds the core loop) — Fever And Chill (rapid Solar hits grant Radiant, the engine that powers Kindling Trigger and Rays of Precision)
Tier 2:Revitalizing Blast (stunning an Unstoppable with the bow ignites it — a free ignition per stun) — Anti-Champion Nosecone (Solar rocket Heavy hits Champions/bosses harder, covering what the bow can't) — Perpetual Destruction (refunds rocket ammo + reload on rapid kills, sustaining the Heavy's boss-DPS slot)
Tier 3: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 solo — flat bow damage in GM lone-wolf runs)
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3e
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.
Firepower3e
Your grenade 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 (6/10)
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Scavenger1e
Solar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: your Solar Special/Heavy).