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Solar

Leviathan's Breath — Held Draw (Hunter)

Unstoppable-on-tap + radiant heavy-bolt boss/champion deleter
✓ Manifest Void · Heavy · Unstoppable

Weapon: Leviathan's Breath (Combat Bow · Heavy · Solar) · Subclass: Gunslinger · Role: Unstoppable-on-tap + radiant heavy-bolt boss/champion deleter Sandbox: 9.7.0 · Created 2026-06-16

A Heavy combat bow that fires one enormous bolt that staggers anything unshielded and is intrinsically Strong against Unstoppable. The bow's only weakness is the draw and the single-shot quiver — so the build answers both: Oathkeeper holds a perfect draw indefinitely and pays bonus damage for the hold, the catalyst maxes the quiver and speeds the next draw, and Gunslinger wraps the whole thing in radiant so every bolt lands +25%. 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 bolt with absurd impact: it staggers any unshielded combatant on a body hit and carries intrinsic Unstoppable stun without a seasonal artifact mod — that's the whole pitch. The catalyst removes its two real costs: Colossal Quiver maxes reserves so you're 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 once you're landing crits.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant is the multiplier the bow wants; Ember fragments keep it up off bow kills.
SuperGolden Gun: Marksman (Knock 'em Down → +duration)On-theme precision burst for the few things one bolt won't finish; spawns Orbs on precision hits.
Class abilityMarksman's DodgeInstant reload of the equipped weapon — re-nocks the bow on demand between draws.
MeleeLightweight KnifePrecision-knife kills → Radiant via Ember of Torches; cheap, keeps the buff alive.
GrenadeHealing GrenadeCure + a radiant trigger; the bolt is the damage, the grenade is sustain.
Aspect 1On Your MarkClass ability / precision hits → stacking reload + Weapons stat ×10 (radiant bolts crit constantly).
Aspect 2Knock 'em DownEnhances Marksman Golden Gun (increased duration); Solar Super synergy.
FragmentsEmber of Torches (melee → radiant), Ember of Empyrean (Solar final blows extend radiant/resto — bow kills keep it rolling), Ember of Solace (radiant/resto last longer), Ember of Singeing (class ability regen on scorch → faster re-nock dodge)Radiant uptime + dodge economy.
Exotic armourOathkeeper (Gauntlets)Bow perfect draw held indefinitely; bonus damage on release scaled by hold time; +airborne to Bows. The iconic Hunter bow exotic — see below.
Kinetic/Energy slotA Solar Special weapon (e.g. a Solar shotgun/sniper, or a Solar bow like Le Monarque for Overload)Solar element keeps Empyrean/surge online; Le Monarque adds Overload coverage the heavy bow lacks.
(Primary)Any precision/primary for ad-clear and Golden Gun precision-hit OrbsThe bow is a priority-target tool, not a trash-clearer.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100 → Class. Weapons because the entire build is one big damage bolt and On Your Mark feeds it; Class to keep Marksman's Dodge (the re-nock) cycling.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (6/10)Solar Resistance 2e fillReduces 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 (5/10)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.

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: since radiant + Healing Grenade + Cure already cover survivability.