← All builds
Solar

Heirloom — Slow Burn (Hunter)

Unstoppable-stunning primary that scorches a room and ignites it
✓ 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.

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."

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

SlotPickWhy
SubclassGunslinger (Solar)Native scorch/ignition verbs the catalysed bow already speaks; champion + ability economy all key off Solar burning.
SuperGolden Gun: Marksman (or Blade Barrage for adds)On-theme single-target delete; Knock 'em Down extends its duration.
Class abilityMarksman's DodgeFull reload on dodge (handy on a slow bow) + On Your Mark Weapons-stat stacking on activation.
MeleeKnife TrickScorches on hit, feeds the ignition loop without leaving Solar; Combination not needed.
GrenadeTripmine GrenadeSticky Solar burst that scorches + 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 / class ability → reload + Weapons stat ×10 for you and allies — direct PvE damage on the bow.
Fragments (4)

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:

Why this works (the mechanics)

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

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3eRapid 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.
Firepower 3eYour grenade 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 (6/10)Solar Resistance 2eReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Solar Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly 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).