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Solar

Lord of Wolves — Release the Char (Hunter)

Close-range Solar scorch/ignition shredder
✓ Manifest Solar · Special · 640 RPM · No intrinsic champion

Weapon: Lord of Wolves (Shotgun · Special · Solar) · Subclass: Gunslinger · Role: Close-range Solar scorch/ignition shredder Sandbox: 9.7.0 · Created 2026-06-16

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 perk — Shrapnel Launcher: "Fires a powerful short-range burst of Solar damage." The intrinsic alternate weapon action, Release the Wolves, trades the wide burst for a faster-firing, higher-DPS spread (this alt-fire behaviour is game knowledge — the manifest line for the exotic is only the one-sentence summary above; see Verify notes).

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 Release the Wolves toggled on, the gun stops being a raw-damage shotgun and becomes a scorch machine gun. Every burst stacks scorch on whatever you hit; ADS kills detonate 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.

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.
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 DownWhile radiant, Throwing-Knife (here Proximity-Knife) kills fully refund melee → near-infinite knives; enhances the Super.
Aspect 2On Your MarkClass ability / precision hits → stacking reload + Weapons stat (×10) — reload is the shotgun's lifeblood and Weapons stat is free PvE damage.
FragmentsEmber of Char (ignitions spread scorch), Ember of Searing (scorched kills → melee + Firesprite), Ember of Ashes (more scorch stacks → faster ignitions), Ember of Wonder (rapid ignition kills → Orbs)Char 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 kills overflow into extra knife charges — stacks with the gun's scorch to reach ignition threshold instantly.
SpecialLord of WolvesThe build.
PrimarySolar primary with Incandescent or Heal Clip/IncandescentIncandescent spreads scorch on kills — a third applicator that pre-burns packs before the shotgun closes; matches your Solar surge.
HeavySolar Machine Gun / GL with Incandescent or Bait and SwitchSustained Solar DPS for bosses the burn loop can't melt, and a fourth scorch source.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Melee/Class split. Weapons maxes the gun's damage and On Your Mark's payout; Health for shotgun range survivability; Melee/Class to keep knives and dodge (radiant + reload) cycling.

Archetypes: Gunner/Powerhouse pieces (Weapons + Melee/Super favoured). Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
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). Flex/loadout-dependent: you fire it constantly.