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Solar

Lumina — The Field Medic Hand Cannon (Hunter)

Fireteam support
✓ Manifest Kinetic · Primary · 140 RPM · No intrinsic champion

Weapon: Lumina (Hand Cannon · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Fireteam support Sandbox: 9.7.0 · Created 2026-06-16

A hand cannon that shoots healing. Every kill drops a Remnant; scoop one and your next hipfire shot becomes an ally-seeking Noble Round that heals a teammate and buffs both your weapon damage and theirs. Stack a Solar support subclass and Aeon Swift on top, and you become the guy nobody on the fireteam wants to run a GM without — the medic who also makes everyone hit harder.

The weapon

Lumina is the rarest thing in Destiny: a primary you fire at your own team.

So the gameplay loop is: kill an add → pick up Remnant(s) → hipfire a Noble Round into a wounded ally → that ally is healed and now deals bonus weapon damage, and so do you. It is a heal and a team DPS buff from one trigger. 140 RPM, Kinetic, Primary ammo — it's a workhorse add-clear HC even before the support layer, and it never competes for special/heavy ammo your DPS players want.

Loadout

SlotPickWhy
Weapon (Kinetic/Primary)LuminaThe centerpiece — heal + team weapon-damage buff.
Energy weaponSolar special (e.g. Solar fusion/GL/sniper for DPS windows)Solar element feeds Ember of Empyrean (extends your resto/radiant) and surge mods.
HeavyChampion/DPS heavy (MG or rocket of your champion-coverage element)You're support, but Anti-Champion 2.0 wants an archetype that stuns.
SuperGolden Gun: Marksman + Knock 'Em DownOn-theme single-target delete; Knock 'Em Down adds duration. (Marksman creates Orbs on precision hits → feeds Aeon orb economy.)
Class abilityMarksman's DodgeReload on dodge → re-arms Lucky… er, Lumina between Noble Rounds; activates On Your Mark.
MeleeLightweight KnifePrecision-kill loop; cheap, keeps you shooting.
GrenadeHealing GrenadeA second team-heal source; pairs with Ember of Benevolence.
Aspect 1On Your MarkClass ability / precision hits grant you and nearby allies reload + Weapons stat (×10). Team buff that doesn't cost a Noble Round.
Aspect 2Gunpowder GambleAdd-clear charge → more kills → more Remnants → more Noble Rounds. (Knock 'Em Down also fine if you want a tankier Super.)
Exotic armourAeon Swift (gauntlets) — Sect of VigorThe support-flavour exotic: ally DR + class-energy on ally death/revive.
Fragments (Solar)

Why this works (the mechanics)

Stats & mods

Health 150 → Class 130 → Weapons. Health keeps the medic alive in −power content; Class (130) gets Marksman's Dodge back fast — every dodge is a reload, an On Your Mark trigger, and (via Benevolence) ability regen. Weapons last because Lumina is a primary and On Your Mark already supplies a Weapons-stat buff to the team.

Archetypes: Specialist (Class/Weapons), Gunner/Paragon for Health/Class, Brawler if you lean on the knife. Mods:

Champions (Anti-Champion 2.0): Lumina's 140 RPM frame does not stun on its own — bring your special/heavy in frames that cover Barrier and Unstoppable. Golden Gun and Healing Grenade plus Aeon's ally-DR are your "keep the team upright while the DPS players handle champs" toolkit.

Set bonus (optional garnish): any 2pc that adds orb generation or ability regen is fine, but the build is complete without one — sets are flavour here, not the driver.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Hands-On 3eGain bonus Super energy on melee kills.
Kinetic Siphon 1eRapid Kinetic weapon final blows create an Orb of Power.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Arms (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Weapon Loader (faster reload) 3e
Fastball 1eIncreases 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 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.
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 (6/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: or all-element resist — you stand near the team.