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Solar

Polaris Lance — Perfect Fifth Ignition Engine (Hunter)

Ranged scorch/ignition primary that lights up the whole pack
✓ Manifest Solar · Primary · 150 RPM · No intrinsic champion

Weapon: Polaris Lance (Scout Rifle · Primary · Solar) · Subclass: Gunslinger · Role: Ranged scorch/ignition primary that lights up the whole pack Sandbox: 9.7.0 · Created 2026-06-16

A Primary Solar scout whose every fourth precision hit loads a free explosive round — and whose catalyst turns precision kills into Dragonfly blasts. On a Solar Hunter that already wants scorch, ignitions and Firesprites, Polaris isn't a weapon you slot in; it's the ammo-free engine the subclass runs on. Hit heads → free explosive shots → scorch → ignitions → orbs → Super. The whole loop is paid for by aiming, off a Primary that never runs dry.

The weapon

The Perfect Fifth (intrinsic): "Precision hits return ammo to the mag. Landing 4 precision hits loads a delayed Solar explosive round that scorches targets for your next shot."

Dragonfly (catalyst): "Precision kills create an elemental damage explosion."

What it does: the base perk makes Polaris self-sustaining (precision hits refund the mag) and hands you a scorch round every 4th headshot — a delayed Solar explosion that stacks scorch on whatever you tag. The catalyst adds a Dragonfly AoE on every precision kill, so a precision kill detonates and the explosive round scorches the survivors. Against a clump, one well-aimed magazine is a rolling chain of scorch + AoE — and on this subclass, stacked scorch tips into ignition (a big Solar burst). Polaris is the cheapest ignition trigger in the game because it costs ammo you keep refunding.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch → ignition is the win condition; Polaris is the trigger.
SuperGolden Gun: MarksmanChampion/boss deleter; orbs feed it (Star-Eater).
Class abilityGambler's Dodge → Marksman's DodgeReload + reposition between scorch volleys; no melee dependence here.
MeleeKnife Trick / Lightweight KnifeRadiant igniter via Ember of Torches; not the build's spine.
GrenadeTripmine / HealingTripmine adds scorch; Healing if you want pure sustain.
Aspect 1On Your MarkPrecision hits grant Weapons stat ×10 → direct PvE damage onto Polaris; cure at max.
Aspect 2Gunpowder GambleKills charge a throwable Solar explosive → shoot it mid-air → guaranteed ignition on demand.
Fragments

Exotic armour: Star-Eater Scales (Legs) — Feast of Light: bonus Super energy from orbs; at full Super, picking up an orb overcharges it for a healing burst on cast, bonus Super damage, and an overshield at max overcharge. The ignition loop floods orbs (Ember of Wonder + Firefly/Heal Clip on the other slots + Orbs from Solar weapon kills), Star-Eater eats them, and Golden Gun comes back fast and hits massively harder — the orb economy Polaris feeds becomes the Super economy.

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Super 100+ → Class 100. Weapons is the lever: it multiplies Polaris's damage directly and stacks on top of On Your Mark. Super feeds the Star-Eater Golden Gun loop; Class keeps Marksman's Dodge (reload) up between volleys.

Mods: Scout Rifle Loader + Scout Rifle Scavenger, Solar Weapon Surge ×2 on boots (straight onto Polaris), Heavy/Special Finisher for ammo economy, Firepower/Bomber to start grenades, and Orbs of Restoration so Star-Eater orb pickups also top abilities. Archetype: any piece favouring Weapons/Super; font mods to backfill Class to 100. Stat tuning: trade Grenade/Melee → Weapons (the gun does the work, not the abilities).

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 (8/10)Firepower 3eYour grenade final blows create Orbs of Power.
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.
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 Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
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 (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Bomber 1eReduces grenade cooldown when using 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 abilities).