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 · Primary · 150 RPM · No intrinsic champion
Centerpiece: Polaris Lance (Scout Rifle · Primary · Solar) · Subclass: Gunslinger · Role: Ammo-free ranged scorch/ignition primary that lights up the whole pack Sandbox: 9.7.0 · Updated 2026-07-03
A Primary Solar scout whose every fourth precision hit loads a free explosive round, and whose catalyst turns precision kills into a Solar blast. 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, get free explosive shots, stack scorch, tip into ignition, drop orbs, refill your 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."
The intrinsic makes Polaris self-sustaining — precision hits refund the mag — and hands you a scorch round every 4th headshot: a delayed Solar explosion applying 40 Scorch (60 with Ember of Ashes) on whatever you tag. The catalyst adds a Dragonfly AoE on every precision kill, so a kill detonates and the explosive round scorches the survivors. Against a clump, one well-aimed magazine is a rolling chain of scorch plus AoE, and on this subclass stacked scorch tips into ignition — a large Solar burst at ~100 stacks. Polaris is the cheapest ignition trigger in the game because it costs ammo you keep refunding: two explosive rounds (eight headshots, fast on a 150 RPM scout) with Ember of Ashes carry a target over the threshold with no grenade, melee or Super spent.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch to ignition is the win condition; Polaris is the trigger that supplies it for free.
Super
Golden Gun: Marksman
Single-target champion/boss deleter; Star-Eater orbs make each cast hit far harder.
Class ability
Marksman's Dodge
Full reload + reposition between scorch volleys; no melee dependence in this build.
Movement
Triple Jump
Extra aerial control to hold sightlines and keep heads in view for the precision loop.
Melee
Lightweight Knife / Knife Trick
Radiant igniter via Ember of Torches; a topper, not the build's spine.
Grenade
Tripmine (or Healing)
Tripmine adds scorch and Firepower orbs; Healing if you want pure sustain.
Aspect 1
On Your Mark
Precision hits grant reload speed + Weapons stat, stacking ten times — a direct PvE damage layer onto the gun doing the hitting; cure at max stacks.
Aspect 2
Gunpowder Gamble
Kills charge a throwable Solar explosive you shoot mid-air for a guaranteed ignition on demand.
Fragments
Ashes · Char · Searing · Wonder · Empyrean
Widen the scorch, convert kills to orbs/melee/Firesprites, and keep radiant rolling.
Exotic armour
Star-Eater Scales (Legs)
The ignition loop floods orbs; Feast of Light eats them for a much bigger Golden Gun, a heal, and an overshield.
Weapons
Solar Special + Solar Heavy
Kept on-element so one Solar Surge buffs Polaris and them; covers the single boss Polaris can't burst.
Fragments
Ember of Ashesmore scorch per hit — reach ignition faster off the explosive round
Ember of Charignitions spread scorch — the chain widener
Ember of Searingscorched kills grant melee energy + a Firesprite
Ember of Wonderrapid ignition kills generate an Orb of Power — feeds Star-Eater/Super
Ember of EmpyreanSolar weapon/ability final blows extend radiant/restoration — keep the buff rolling off Polaris kills
Why it works (the mechanics)
Polaris is the only Primary that ignites for free. The 4th-precision-hit explosive round is a scorch grenade fired off a self-refunding mag. With Ember of Ashes it applies 60 Scorch per round, so two rounds (eight headshots on a fast scout) tip a target past the ~100-stack ignition threshold — no grenade, no melee, no Super spent, just aiming.
The Dragonfly catalyst makes precision kills AoE. Catalyst Dragonfly plus the delayed explosive round means a single precision kill detonates a Solar blast and leaves a scorch round burning the next cluster. Ember of Char then spreads each ignition's scorch outward, so the chain self-widens through a pack rather than dying on one body.
On Your Mark double-pays the precision hits. Every headshot already refunds ammo and builds toward the explosive round; On Your Mark stacks reload speed and Weapons stat ten times off those same hits — a direct PvE damage multiplier layered onto the gun landing the hits. The build's one input (precision hits) pays three outputs: ammo, scorch round, and weapon damage.
Gunpowder Gamble is the on-demand ignition. When natural scorch isn't stacking fast enough — a lone major, a shielded elite — kills charge a throwable Solar explosive you shoot mid-air for a guaranteed ignition. It's the manual override on the automatic scorch engine.
The orb economy closes into the Super. Ember of Wonder turns rapid ignition kills into Orbs of Power; Feast of Light converts orbs into Super energy and, at full Super, into overcharge — up to +70% Super damage at six stacks, plus a 200 HP heal and a 100 HP overshield on cast. Polaris's ignitions are the Golden Gun battery.
Searing and Empyrean keep the loop lubricated. Constant scorched kills refund melee energy and drop Firesprites (Ember of Searing), while Ember of Empyrean uses Polaris's Solar final blows to extend radiant and restoration, so the damage buff never lapses mid-fight.
Stats & mods
Weapons 200 → Super → Class. 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 (full reload) up between volleys. Archetype lean: any Hunter armour favouring Weapons/Super, with font mods backfilling Class toward 100.
Mods:
Boots: Solar Weapon Surge ×2 (straight onto Polaris) + Innervation/Absolution for ability uptime.
Arms: Scout Rifle Loader ×2 for snappy reloads between volleys.
Chest: Solar resist / concussive dampener to survive standing in the pack.
Class item: Bomber + Reaper (or Time Dilation) to start grenades and keep orbs flowing.
Surge: Solar Weapon Surge — one element buffs Polaris and the Solar Special/Heavy together.
Anti-Champion: none intrinsic to Polaris — carried entirely by the artifact (see below).
Artifact — Implement of Curiosity
Pure-Solar Hunter wants the artifact's Solar lane: it feeds Radiant off Polaris's precision hits, amplifies Solar damage, and turns the constant scorch/ignition output into Orbs, Armor Charge and elemental pickups — while Energy Acceleration supplies the Unstoppable stun the weapon can't (Polaris breaks no champion on its own).
Picks (2/3/2):
Tier 1: Semi-Auto Striker · Fever and Chill
Tier 2: Cauterized Darkness · Energy Acceleration · Elemental Coalescence
Tier 3: Radiant Shrapnel · Elemental Overdrive
Semi-Auto Striker makes rapid precision Scout shots create Orbs when low on Armor Charge — feeding the orb/charge economy off the same headshots the build already lands.
Fever and Chill grants Radiant off rapid Solar precision hits, so Polaris keeps itself buffed with no melee input.
Cauterized Darkness is a flat Solar damage amp layered onto every ignition and explosive round.
Energy Acceleration supplies the Unstoppable stun — the one champion this kit can address through the artifact.
Elemental Coalescence makes kills drop Solar elemental pickups, fuelling the pickup loop.
Radiant Shrapnel is the spine — sustained damage while Radiant, and scorched-kill defeats apply more Scorch, widening the ignition chain.
Elemental Overdrive turns Solar pickups into increased Solar weapon damage on Polaris.
Where it shines
Add-dense PvE (Nightfalls, GM clear phases, Onslaught): Polaris is a scorch/ignition lawnmower from range, lighting packs without burning ammo — a Primary that performs like a wave-clear Special.
Endgame sustain: the self-refunding mag means ammo is never a concern, and the orb→Super loop returns Golden Gun fast for the orange-bar or champion you can't ignite to death.
Champion coverage: Polaris breaks no champion intrinsically (manifest champion field is null). Unstoppable is covered by the artifact's Energy Acceleration; Barrier and Overload must come from a paired weapon or additional artifact anti-champion mods. Ignitions stagger many unshielded elites, but that is not a true champion stun.
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 (6/10)
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (8/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Legs (5/10)
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.
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using 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: the Solar Special/Heavy together. - **Anti-Champion:** none intrinsic to Polaris — carried entirely by the artifact (see below).