Ice Breaker doesn't take Special bricks — it manufactures its own ammo off every kill the rest of your kit makes. So you stop budgeting a Special economy and instead build one that never stops feeding the sniper: a Solar Gunslinger whose ignitions, scorch and Golden-Gun orbs are all just more rounds in the back of the rifle. The weapon's exotic trait turns each body shot into an explosion and a precision shot into a full ignition. You are a one-Guardian firing line that reloads itself.
The weapon
No Backpack (intrinsic): "Final blows or assists with any other weapon or ability have a chance to create ammo for Ice Breaker. Defeating powerful combatants will create multiple rounds."
Ice Breaker (exotic trait): "Defeating a target with this weapon causes them to explode. Precision final blows or shattering a frozen target instead triggers an ignition."
Icing-Breaker (catalyst): "Landing a hit on a slowed or frozen target has a chance to return the round to the magazine."
Ice Breaker holds no meaningful Special-ammo reserve — it regenerates its own rounds passively from anything else you do (weapon kills, ability kills, even assists), and powerful combatants drop multiple rounds at once, so the rifle is fullest exactly when the fight is hardest. The exotic trait turns every body-kill into a small AoE explosion and every precision kill — or a kill on a frozen target — into a full Solar ignition, so a single-target sniper doubles as an add-clear tool. The masterwork catalyst (Icing-Breaker) adds a chance to return the round to the magazine on hits against slowed or frozen targets — marginal on this Solar-Gunslinger kit, which brings no freeze of its own, so lean on the No-Backpack feed rather than the catalyst. The intent is a rifle you never run dry on that paints the room with ignitions while you delete priority targets.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Ignition synergy plus the Golden-Gun orb economy that re-feeds No Backpack.
Super
Golden Gun: Marksman
Precision, overpenetrating shots that create Orbs on precision hits — orbs and GG kills are ability events that brick Ice Breaker rounds, and it deletes champions/bosses.
Class ability
Marksman's Dodge
Reloads the stowed sniper on dodge and repositions you between long-range shots.
Movement
Triple Jump
Extra aerial control to reset sightlines and break line-of-sight at sniping range.
Melee
Throwing Knife
A ranged Solar kill → scorch plus another No-Backpack feed; precision knife kills make you radiant via Ember of Torches.
Grenade
Tripmine Grenade
Ability kills feed Ice Breaker and it is a reliable scorch/ignition starter on a pack. (Swap Healing Grenade if you want sustain over a feed.)
Aspect 1
On Your Mark
Precision hits — all this build does — grant increased reload speed and Weapons stat (stacks ten times): direct sniper DPS plus faster between-shot reloads.
Aspect 2
Knock 'Em Down
Enhances Marksman Golden Gun with increased duration — more precision GG shots means more orbs and more sniper ammo.
Fragments
Ashes · Char · Wonder · Torches
Scorch-stacking → faster/bigger ignitions, ignition scorch-spread, ignition-orb generation, and radiant.
Exotic armour
Celestial Nighthawk (Helmet)
Hawkeye Hack pays out on precision final blows — the same trigger Ice Breaker uses — so every headshot chips Super cooldown, and the modified Golden Gun is a second long-range nuke.
Weapons
Kinetic primary + Solar/Power heavy
The Kinetic primary does the moment-to-moment killing that bricks Ice Breaker rounds; the heavy deletes what a Special sniper can't, Solar keeping surge mods one-element.
Fragments
Ember of Ashesmore scorch per hit → faster ignitions
Ember of Charignitions spread scorch so the trait chains across a pack
Ember of Wonderrapid ignition kills generate an Orb of Power → another sniper-ammo feed
Ember of Torches (powered-melee kills make you and allies radiant → flat sniper damage). Swap in Ember of Empyrean if you run Healing Grenade and want to stretch Restoration/Radiant uptime
Why it works (the mechanics)
You build for the feeder, not the sniper. No Backpack bricks rounds off every other kill or assist, so the whole loadout — primary, melee, grenade, Super — exists to keep the rifle loaded. There is no Special-finder or scavenger mod tax, so that budget goes to damage instead, and powerful combatants drop multiple rounds so the sniper tops up hardest when the fight is hardest.
The exotic trait turns a single-target gun into an add-clear gun. Body kills explode; precision kills ignite. On a Solar subclass with Ember of Char, those ignitions spread scorch, which pre-primes the next ignition — the trait chains itself across a pack while you keep cracking headshots.
Celestial Nighthawk and Ice Breaker run on one trigger. Both pay out on precision final blows: the rifle is precision-only, so every kill simultaneously bricks a round (No Backpack) and shaves Super cooldown (Hawkeye Hack). The core action — line up a head, fire — advances ammo, Super and ignition at once.
Golden Gun: Marksman closes the orb loop. Its precision shots create Orbs of Power; picking up orbs and getting GG kills are themselves No-Backpack feed events, and Ember of Wonder turns ignition multi-kills into more orbs. Super → orbs → sniper ammo → precision kills → Super cooldown → Super, self-sustaining.
On Your Mark is free sniper DPS off the thing you already do. Landing precision hits grants stacking reload speed and Weapons stat (up to ten stacks); a sniper build lands nothing but precision hits, so the stack sits permanently maxed — flat PvE weapon damage plus faster reloads between shots.
Radiant stacks on top of everything. Ember of Torches (melee) and the artifact's Fever And Chill both grant Radiant, a flat weapon-damage buff that multiplies your precision sniper hits — and Radiant is the unlock condition for the artifact's ignition mods, tying survivability-through-offence back into the ignition loop.
Stats & mods
Weapons 200 → Health → Super. Weapons is the straight damage stat for the sniper and stacks on top of On Your Mark and radiant; Health keeps you alive at sniping range; Super feeds the Nighthawk loop. Class is a soft fourth (faster Marksman's Dodge reloads). Archetype lean: Gunner / Powerhouse pieces (Weapons + Super) for the Weapons ceiling — trade Class/Grenade into Weapons, since abilities here are feeders, not the damage.
Mods (no Special-ammo mods needed — the gun makes its own):
Boots: Solar Weapon Surge ×2 (see Surge) · Recuperation for health-on-orb-pickup.
Arms: Sniper Rifle Loader (stacks with On Your Mark) · a loader for the feeder Kinetic primary.
Chest: Solar + one other elemental resistance for sniping-range survivability.
Class item: Reaper (dodge → next kill spawns an Orb → sniper feed) · Powerful Attraction (vacuums the orbs GG and ignitions spew).
Surge: Solar Weapon Surge (matches Ice Breaker and the Solar heavy; keeps the surge one-element).
Anti-Champion: none on Ice Breaker itself — see Champion coverage below; anti-champion comes from the paired weapons and the artifact.
Artifact — Queensfoil Censer
The Solar Radiant/Scorch artifact bolts the build's own loop onto the tier tree: a Solar sniper that lives on precision hits and radiant, where every headshot is already a trait ignition. Champion payoff in-pool is ignition-on-stun plus rocket support for the Power-slot DPS the sniper can't delete.
Fever And Chill grants Radiant on rapid Solar weapon hits — direct sniper damage and the radiant this build wants permanently up.
Kindling Trigger makes Solar weapons apply Scorch while Radiant, pre-scorching before the weapon's precision ignition for faster, bigger ignitions.
Revitalizing Blast ignites a stunned Champion and clears your shield stun — the in-pool champion payoff that also feeds the ignition theme (a stun source must come from the paired weapons).
Anti-Champion Nosecone gives Rocket Launchers increased Champion damage — turns a Solar rocket heavy into champion DPS.
Perpetual Destruction refunds ammo and speeds reload on rapid non-Exotic Rocket final blows — keeps that Power-slot DPS fed.
Rays of Precision is the keystone: while Radiant, Solar precision final blows ignite — a radiant, precision-only sniper ignites on every headshot, stacking with the trait.
Solo Operative ramps weapon damage on solo precision final blows — pure sniper DPS in the solo GM content this build is built for.
Where it shines
GMs and −30/−40 content: the No-Backpack economy means you never beg for Special bricks in a no-ammo-economy GM, and ignitions clear the chaff that normally forces you off the sniper. The signature Ice Breaker fantasy lives here, and Solo Operative rewards running it alone.
Boss and champion DPS windows: precision sniper damage plus radiant, On Your Mark and Solar surge, with Golden Gun: Marksman / Hawkeye Hack as the burst on top.
Add-clear between priority shots: trait explosions plus Ember-of-Char ignition spread turn a sniper into a passable room-clearer.
Champion coverage: Ice Breaker breaks no champions intrinsically (manifest champion = none). The artifact provides Revitalizing Blast (ignites a Champion once it is stunned) and Anti-Champion Nosecone (rocket champion damage), so bring the actual stun from the paired kit — an anti-champion Kinetic primary (e.g. Overload/Barrier frame) and/or the Solar heavy — and let scorch/ignition stagger unshielded majors.