A Heavy combat bow that fires one enormous bolt which staggers anything unshielded and is intrinsically Strong against Unstoppable. Its only real weaknesses are the slow draw and the single-shot quiver, so the build answers both: Oathkeeper holds a perfect draw indefinitely, the catalyst maxes the quiver and speeds the next draw off precision hits, and Gunslinger keeps you radiant so every bolt lands with the flat weapon-damage buff. Nock, hold, stun, delete, repeat.
The weapon
Big-Game Hunter:Fires a massive heavy bolt that stuns unshielded combatants. Strong against [Stagger] Unstoppable Champions.
Catalyst — Colossal Quiver:Maximizes quiver size. / Archer's Tempo: Draw time decreases after every precision hit.
One Heavy-ammo Void bolt with absurd impact: it staggers any unshielded combatant on a body hit and carries intrinsic Unstoppable stun without spending a seasonal artifact mod — that is the whole pitch. Anti-Champion 2.0 makes archetype stun the norm, but Big-Game Hunter bakes it into the weapon, so against an Unstoppable champ you simply shoot it and it breaks, freeing your other two slots to cover Barrier and Overload. The catalyst then removes the bow's two real costs: Colossal Quiver maxes reserves so you are not hunting Heavy bricks after two shots, and Archer's Tempo shortens the draw after every precision hit, so the slow nock stops being a liability the moment you are landing crits.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant is an element-agnostic flat weapon-damage buff the Void bolt still takes; Ember fragments keep it up.
Super
Golden Gun: Marksman
On-theme precision burst for the few priority targets one bolt will not finish; precision hits spawn Orbs.
Class ability
Marksman's Dodge
Instantly reloads the equipped weapon — re-nocks the bow on demand between draws.
Movement
Triple Jump
Extra mid-air adjustment to line up a held bolt from cover; pairs with Oathkeeper's airborne bump on Bows.
Melee
Lightweight Knife
Precision-knife kills make you radiant via Ember of Torches; the Solar melee also feeds Ember of Empyrean.
Grenade
Healing Grenade
Cure + sustain; the bolt is the damage, the grenade keeps you alive while you hold a draw.
Aspect 1
On Your Mark
Class ability / precision hits stack reload and Weapons stat ×10 — radiant crits raise the bow's own damage.
Aspect 2
Knock 'Em Down
Enhances Marksman Golden Gun (increased duration) for a longer priority-kill window.
Fragments
See below
Radiant uptime + dodge economy.
Exotic armour
Oathkeeper (Gauntlets)
Holds the bow's perfect draw indefinitely + adds airborne/draw-time to Bows so a slow heavy bow is pre-nockable — see Why it works for the damage caveat.
Weapons
Le Monarque (Void Combat Bow, Overload) + a Solar Special
Le Monarque covers Overload and shares the bow's Void element for one surge; the Solar Special feeds Ember of Empyrean and gives burst.
Fragments
Ember of Torches · Ember of Empyrean · Ember of Solace · Ember of Singeing
Why it works (the mechanics)
The bow breaks Unstoppable intrinsically. Big-Game Hunter is Strong against [Stagger] Unstoppable Champions — a bespoke stun baked into the weapon, no artifact mod spent. You just shoot the champion. That frees both remaining weapon slots to cover Barrier and Overload instead of burning one on an anti-Unstoppable mod.
Radiant is a flat weapon-damage buff, and it is element-agnostic. Radiant boosts any weapon, so the Void bolt takes it in full. Ember of Torches makes Lightweight-Knife kills radiant, Ember of Solace stretches the window (10s → 15s), and the bolt inherits the buff on every shot. Radiant stacks multiplicatively with the bow's base impact into one enormous hit.
Ember of Empyrean is fed by your Solar kit, not the bow. Empyrean extends radiant/restoration on Solar weapon or ability final blows — the bow is Void, so it does not trigger Empyrean. Your Lightweight Knife (Solar melee) and a Solar Special weapon are what keep radiant rolling between draws, so the loop leans on the subclass, not the exotic.
The catalyst turns a two-shot novelty into a sustained tool. Colossal Quiver means you are not reloading reserves mid-fight; Archer's Tempo speeds each subsequent draw after a precision hit — and a precision bolt to the head is exactly what feeds it, so the build is a self-reinforcing precision-crit engine.
On Your Mark double-dips the 9.7.0 Weapons stat. Precision hits stack reload and Weapons stat ×10; in 9.7.0 the Weapons stat is a PvE damage multiplier, so landing crits with the bow literally raises the bow's own damage on top of radiant.
Marksman's Dodge is the re-nock button. Dodge instantly reloads the equipped weapon, so after firing you dodge → fully drawn again. Ember of Singeing and On Your Mark keep that dodge charged, giving the rhythm draw → fire → dodge → draw.
Stats & mods
Weapons 200 → Health → Class. Weapons because the whole build is one big damage bolt and On Your Mark feeds it; Class to keep Marksman's Dodge (the re-nock) cycling; Health as the safety floor while you hold a draw.
Lean on a Gunner/Specialist archetype (favours Weapons + Class); Fonts only if your rolls leave a gap — radiant + Healing Grenade + Cure already cover survivability, so you can shave Health for Weapons.
Mods: - Boots: Void Weapon Surge ×2 (the bolt is Void — Solar surge would not touch it), Heavy Ammo Finder - Arms: Bow Loader / Bow Dexterity for snappier handling between held draws - Chest: standard resist mods (Concussive Dampener / elemental resist to taste) - Class item: Bomber / Outreach to speed the re-nock dodge - Surge: Void Weapon Surge (matches both the heavy bow and Le Monarque) - Anti-Champion: Unstoppable is intrinsic to the bow — spend artifact anti-Champion mods on Barrier instead
Artifact — Implement of Curiosity
The Solar/precision artifact for a radiant-crit Gunslinger: it turns crits into Radiant and Armor Charge and amps elemental burst, while the weapon stuns Unstoppable for free. Note the element split — several picks key off Solar, so they fire off your subclass and Solar Special, not the Void bow.
Fever and Chill grants Radiant on rapid Solar precision hits — sourced from your Solar Special / Golden Gun, keeping the +radiant window alive without leaning solely on the melee (the Void bow does not feed it).
Semi-Auto Striker generates Armor Charge from rapid precision Bow shots, banking the charge that Argent Quiver spends.
Cauterized Darkness amps Solar damage into Stasis/Strand-debuffed targets — burst from the Solar kit.
Elemental Daze turns a Champion stun into a matching elemental explosion and debuff — pairs directly with the bow's intrinsic Unstoppable stun.
Elemental Coalescence drops elemental pickups from defeated targets for ability and surge fuel.
Radiant Shrapnel releases a burst on sustained damage while Radiant, paying off the build's whole radiant loop.
Argent Quiver spends an Armor Charge on a Bow reload for bonus damage and reload on the next shots — the payoff for what Semi-Auto Striker banks, and it applies to the Void bolt.
Where it shines
GMs / Master content: Unstoppable handled intrinsically by the bow, no artifact slot spent — a strong priority-target and champion-break tool.
Boss / miniboss burst: radiant + Weapons-stacked bolts hit hard on orange-bar minibosses and champion-tier targets; it is a burst tool, not a sustained-DPS boss weapon (single shot), so save it for the priority lane and Golden Gun the rest.
Champion coverage:Unstoppable = the bow itself (Big-Game Hunter). Bring Le Monarque for Overload (its intrinsic poison-precision stun) and cover Barrier with an artifact anti-Barrier mod or a Barrier-frame option — all three types covered with the bow doing the heavy lifting.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (9/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using 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: Le Monarque) - Anti-Champion: **Unstoppable is intrinsic to the bow** — spend artifact anti-Champion mods on Barrier instead.