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Solar

Lord of Wolves — Release the Char (Solar Hunter)

Close-range Solar scorch/ignition shredder
Lord of Wolves on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Special · 640 RPM · No intrinsic champion

Centerpiece: Lord of Wolves (Shotgun · Special · Solar) · Subclass: Gunslinger · Role: Close-range Solar scorch/ignition shredder Sandbox: 9.7.0 · Updated 2026-07-03

Flip Release the Wolves and the catalyst turns every pellet of the burst into a scorch applicator; aim down sights and a kill sprays that scorch onto the whole pack. Solar Gunslinger then converts scorch into ignitions, ignitions into more scorch, melee energy, Firesprites and orbs — a self-feeding burn loop where the shotgun is the lighter and Caliban's keeps the flame lit. Hold the trigger, the pack ignites, you reload off the corpses.

The weapon

Exotic intrinsic — Shrapnel Launcher: "Fires a powerful short-range burst of Solar damage."

Catalyst — Fang and Claw: "Increases reload speed and stability. While Release the Wolves is active, damaging targets with this weapon applies Scorch. When aiming down sights, defeating a target spreads Scorch to those nearby."

What it does: with the catalyst installed and the intrinsic alternate weapon action Release the Wolves toggled on, the gun stops being a raw-damage shotgun and becomes a scorch machine gun. Every 640-RPM burst stacks Scorch on whatever you hit; an ADS kill detonates that Scorch outward to the pack. On a Solar subclass, enough stacked Scorch ignites — and the whole Gunslinger kit is built to feed off Scorch and ignition. The weapon isn't chasing a damage number; it's the application engine that lights the subclass's whole reactor. Ammo is the only brake — a Special-slot shotgun with thin reserves, so you fire it in aimed bursts, not held sprays, and reload off the corpses it makes.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Only subclass that turns the catalyst's Scorch into ignitions and pays you for both.
SuperGolden Gun: MarksmanOn-theme priority delete; Knock 'Em Down extends its duration. Blade Barrage is the alt if you want add-clear over single-target.
Class abilityAcrobat's Dodge (Marksman's Dodge)Reloads the gun and grants Radiant on dodge near enemies — Radiant keeps the burn build's damage floor up between bursts.
MovementTriple JumpExtra mid-air corrections to reposition into shotgun range and back out of trades.
MeleeProximity KnifeCaliban's turns it into a second scorch/ignition source; refunds on ignition kills.
GrenadeHealing GrenadeSustain at shotgun range; the gun and knives are the damage.
Aspect 1Knock 'Em DownEnhances the Marksman Golden Gun's duration and, while Radiant, refunds Proximity-Knife kills toward near-infinite knives.
Aspect 2On Your MarkClass ability / precision hits grant stacking reload + Weapons stat (×10) — reload is the shotgun's lifeblood and Weapons stat is free PvE damage.
FragmentsEmber of Char · Ember of Searing · Ember of Ashes · Ember of WonderChar closes the scorch loop, Searing/Ashes accelerate it, Wonder makes orbs for the Super.
Exotic armourCaliban's Hand (Gauntlets)Second scorch/ignition engine off the melee; ignition final blows overflow into extra knife charges — stacks with the gun's Scorch to cross the ignition threshold instantly.
WeaponsSolar primary (Incandescent / Heal Clip) + Solar Machine Gun or GL (Incandescent / Bait and Switch)Incandescent is a third scorch applicator that pre-burns packs; the heavy is sustained Solar DPS for bosses the burn loop can't melt, and the champion-stun the shotgun lacks.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons maxes the gun's damage and On Your Mark's payout; Health for shotgun-range survivability; Class to keep dodge (Radiant + reload) cycling.

Archetype lean: Gunner / Powerhouse pieces (Weapons + Melee/Super favoured).

Mods:

Slot a Special Ammo Finder / Finisher — Lord of Wolves eats Special reserves and you fire it constantly.

Where it shines

Artifact — Implement of Curiosity

The Solar artifact amplifies this build's Radiant→Scorch→ignition reactor and patches its one gap: champion stun.

Picks (2/3/2):

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 (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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 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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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).