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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Only subclass that turns the catalyst's Scorch into ignitions and pays you for both.
Super
Golden Gun: Marksman
On-theme priority delete; Knock 'Em Down extends its duration. Blade Barrage is the alt if you want add-clear over single-target.
Class ability
Acrobat'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.
Movement
Triple Jump
Extra mid-air corrections to reposition into shotgun range and back out of trades.
Melee
Proximity Knife
Caliban's turns it into a second scorch/ignition source; refunds on ignition kills.
Grenade
Healing Grenade
Sustain at shotgun range; the gun and knives are the damage.
Aspect 1
Knock 'Em Down
Enhances the Marksman Golden Gun's duration and, while Radiant, refunds Proximity-Knife kills toward near-infinite knives.
Aspect 2
On Your Mark
Class ability / precision hits grant stacking reload + Weapons stat (×10) — reload is the shotgun's lifeblood and Weapons stat is free PvE damage.
Fragments
Ember of Char · Ember of Searing · Ember of Ashes · Ember of Wonder
Char closes the scorch loop, Searing/Ashes accelerate it, Wonder makes orbs for the Super.
Exotic armour
Caliban'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.
Weapons
Solar 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
Ember of Char · Ember of Searing · Ember of Ashes · Ember of Wonder
Why it works (the mechanics)
The catalyst makes the gun a scorch applicator, not a DPS shotgun. Release the Wolves + Fang and Claw applies Scorch on every hit; ADS kills spread it to the pack. You aren't relying on the shotgun's damage number — you're using its 640-RPM fire rate to stack Scorch fast and wide.
Solar's scorch→ignition threshold is the payoff. Stacked Scorch auto-ignites at 100 stacks; Ember of Ashes raises stacks-per-hit (+50% in most cases) so the gun crosses the threshold in one or two bursts. The ignition is the actual kill, and it's AoE.
Ember of Char turns one ignition into the next. Each ignition spreads Scorch to everything nearby — which then ignites — which spreads again. The catalyst lights the first target; Char chains it through the room with no extra input.
The ability economy is paid for by burning.Ember of Searing refunds melee energy and drops a Firesprite on scorched-target kills; while Radiant (from Acrobat's Dodge), Knock 'Em Down refunds Proximity-Knife kills toward more melee. So knives are nearly free, and Caliban's makes each knife also a scorch/ignition source that overflows into extra charges on ignition kills.
Caliban's doubles the applicators. Two independent scorch/ignition engines — the catalyst gun and the Proximity Knife — so even when the shotgun is reloading you're still applying Scorch and keeping Char's chain alive. Ignition final blows overflow a knife charge, so the melee engine self-refuels.
On Your Mark double-dips the 9.7.0 Weapons stat. Precision hits / class-ability use stack Weapons stat ×10 — flat PvE weapon damage on top of the burn — and the reload half keeps the low-reserve shotgun topped up between bursts. Ember of Wonder then converts your rapid ignition kills into Orbs of Power to bring Golden Gun online for the one target that won't burn.
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.
Boots: Solar Weapon Surge ×2 (straight onto Lord of Wolves) · Orbs of Restoration.
Arms (Caliban's): Melee Font · Heavy Handed (melee kills → melee energy).
Chest: Solar/elemental resistances for shotgun-range trades.
Class item: Powerful Attraction (dodge vacuums the orbs you flood) · Bomber.
Surge: Solar Surge (all damage matched to the build's element).
Anti-Champion: none on this frame — source Barrier/Unstoppable/Overload from the primary or heavy (see Where it shines).
Slot a Special Ammo Finder / Finisher — Lord of Wolves eats Special reserves and you fire it constantly.
Where it shines
Add-dense PvE — strikes, Nightfalls, GM clear phases, dungeon/raid trash. The scorch→Char ignition chain is room-clearing AoE; the denser the pack, the harder it snowballs. This is the build's home.
Close-quarters lanes where a shotgun's range isn't a liability and you can ADS for the catalyst's scorch-spread.
Champion coverage: Lord of Wolves breaks nothing intrinsically — it carries no champion-stun line and Shotguns aren't an Anti-Champion 2.0 stunning archetype. Scorch/ignition thins champion health and Golden Gun deletes one outright, but the stun must come from the other two slots: bring a Barrier/Unstoppable/Overload Solar primary or heavy for a GM.
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):
Tier 1: Fever and Chill · Elemental Benevolence
Tier 2: Elemental Daze · Energy Acceleration · Elemental Coalescence
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant on Solar precision hits — a second Radiant source beyond Acrobat's Dodge, keeping the damage floor up between dodges.
Elemental Benevolence turns the Radiant you share to allies (via dodge) into class-ability energy refunds → more Radiant cycles.
Elemental Daze makes your Solar champion stuns spawn a Solar explosion + debuff — turns the coverage weapon into extra AoE scorch.
Energy Acceleration covers Unstoppable, the champion type the gun can't stun on its own.
Elemental Coalescence drops Elemental pickups on Solar kills to fuel the loop.
Radiant Shrapnel releases a burst on sustained Radiant damage or scorched-combatant kills — pays off both of the build's core verbs.
Elemental Overdrive buffs Lord of Wolves' damage when you grab the Solar pickups Coalescence spawns.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically 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).