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Solar

Heirloom — Slow Burn (Solar Hunter)

Unstoppable-stunning bow that scorches a room, cascades ignitions, and farms them back into ability energy
Heirloom on light.gg
✓ 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.

The weapon

Bolt Thrower (intrinsic): "This weapon fires high-powered explosive bolts. Strong against [Stagger] Unstoppable Champions."

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

SlotPickWhy
SubclassGunslinger (Solar)Native scorch/ignition verbs the catalysed bow already speaks; champion and ability economy all key off Solar burning.
SuperGolden Gun: MarksmanOn-theme single-target precision delete for the priority target the scorch loop can't burn down fast enough.
Class abilityMarksman's DodgeInstantly reloads all weapons on dodge (handy on a slow bow) and triggers On Your Mark's reload + Weapons-stat stack.
MovementTriple JumpExtra mid-air adjustments to reposition and hold sightlines while the ignition cascade thins the pack.
MeleeProximity Explosive KnifeFeeds Caliban's Hand: the knife's explosion scorches and its final blow ignites, a second ignition source on the same Solar loop.
GrenadeTripmine GrenadeSticky Solar burst that scorches and ignites clusters the bow has pre-scorched.
Aspect 1Gunpowder GambleKills charge a thrown Solar explosive → free ignitions on a pre-scorched pack; the bow charges it fast.
Aspect 2On Your MarkPrecision hits or class-ability activation grant you and allies reload speed + Weapons stat, stacking ten times — direct PvE damage on the bow.
FragmentsAshes · Char · Searing · EmpyreanFront-load scorch, re-seed it off ignitions, refund melee/Firesprite on scorched kills, and sustain off Solar kills.
Exotic armourCaliban'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.
WeaponsKinetic primary + Solar HeavyHeirloom 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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
Chest (7/10)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces 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)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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.