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Solar

Merciless — The Long Charge (Solar Hunter)

Sustained boss/miniboss DPS that heals the fireteam between bursts
Merciless 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 · No intrinsic champion

Centerpiece: Merciless (Fusion Rifle · Special · Solar) · Subclass: Gunslinger · Role: Sustained boss/miniboss DPS that heals the fireteam between bursts Sandbox: 9.7.0 · Updated 2026-07-03

Merciless punishes you for stopping. Every bolt that connects shaves the next charge time, so the gun ramps from sluggish to near-instant the longer you hold the trigger on a single target — exactly the behaviour you want against a boss that never moves. The 9.7.0 catalyst bolts Heal Clip onto it, so the same trigger discipline that maximises damage also sprays Cure on the whole team every time you reload after a kill. Star-Eater turns your Orb flood into an overcharged Solar Super, and Radiant keeps the DPS window lit. Charge, dump, reload-heal, Super, repeat.

The weapon

Conserve Momentum (exotic trait, verbatim): Hits with projectiles decrease this weapon's charge time for a short duration.

Heal Clip (catalyst, verbatim): Reloading shortly after dealing a final blow grants Cure to you and your nearby allies.

What it does: Merciless is a Special-ammo Solar Fusion Rifle. Conserve Momentum is a ramp — landing bolts stacks a temporary charge-time reduction, so sustained fire on a single high-health target speeds the weapon up toward a continuous stream. It is one of the highest sustained-DPS fusion rifles in the game because you stay locked on one target, which is the opposite of how most fusions are used (snap a single full-charge burst, then re-pre-charge). The catalyst (Heal Clip) makes the reload after any kill a fireteam-wide Cure, so the gun is also a soft support tool in a pinch. It carries no bespoke champion stun of its own (see Verify) — champion duty is delegated to the primary.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Solar weapon → Radiant/Restoration/Empyrean loops all key off Merciless's element; Cure from Heal Clip feeds Ember of Benevolence.
SuperGolden Gun: MarksmanStar-Eater overcharges it into a burst-damage opener; Marksman for the precision-Super-energy refund and a clean front-loaded chunk before the fusion's sustained tail.
Class abilityMarksman's DodgeInstant reload — re-arms Merciless mid-fight without leaving the charge window, and re-triggers Heal Clip's reload-Cure on demand.
MovementTriple JumpExtra mid-air correction to hold your firing line on a moving boss without dropping the Conserve Momentum ramp.
MeleeKnife TrickSolar precision melee → Radiant via Knock 'Em Down's throwing-knife refund loop; ranged so you stay locked on the boss.
GrenadeHealing GrenadeCure + a Solar ability final-blow source for Empyrean; backup sustain when you're not reloading.
Aspect 1On Your MarkClass-ability activation and precision hits grant +Weapons stat (stacks ten times) and reload speed — the Weapons stat adds PvE weapon damage on top of Merciless's ramp, and the reload speed shortens the Heal-Clip cycle.
Aspect 2Knock 'Em DownEnhanced Golden Gun (Marksman gets increased duration) pairs with the Star-Eater overcharge opener; while radiant, throwing-knife final blows fully refund melee energy — free Radiant re-ups.
FragmentsTorches, Empyrean, Solace, BenevolenceRadiant = +damage during DPS; Empyrean + Solace keep it alive between bursts; Benevolence turns the team-Cure into ability uptime.
Exotic armourStar-Eater Scales (Legs)Orb flood → overcharged Super: a healing, +damage burst opener before you settle into Merciless. The DPS rotation is Super-then-fusion.
WeaponsPrimary: a Solar auto/HC with a champion frame · Heavy: rocket / sword / heavy GLMerciless holds Special; the Solar primary covers champion stun + extends Empyrean, and heavy covers the short burst-damage check the fusion's sustained profile doesn't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the ceiling — it scales Merciless's per-bolt PvE damage and stacks with On Your Mark. Health keeps you alive on the DPS line; Class feeds Marksman's Dodge frequency (the reload/Heal-Clip engine). The archetype lean is a Weapons-primary piece with a Class secondary; Star-Eater wants Orbs, which the Super and Merciless already flood.

Mods:

Artifact — Implement of Curiosity

Implement of Curiosity is the Solar-aligned pick: it self-feeds Merciless's Radiant loop and then pays it off, while the elemental-pickup chain turns Solar kills into extra Solar weapon damage and the Daze mod lets your Solar primary cover the champions the fusion can't stun.

Picks (2/3/2):

Where it shines

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 (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 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 (5/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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: not the fusion.