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 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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Gunslinger (Solar) | Scorch → ignition is the win condition; Polaris is the trigger. |
| Super | Golden Gun: Marksman | Champion/boss deleter; orbs feed it (Star-Eater). |
| Class ability | Gambler's Dodge → | Reload + reposition between scorch volleys; no melee dependence here. |
| Melee | Knife Trick / Lightweight Knife | Radiant igniter via Ember of Torches; not the build's spine. |
| Grenade | Tripmine / Healing | Tripmine adds scorch; Healing if you want pure sustain. |
| Aspect 1 | Precision hits grant Weapons stat ×10 → direct PvE damage onto Polaris; cure at max. | |
| Aspect 2 | Kills charge a throwable Solar explosive → shoot it mid-air → guaranteed ignition on demand. |
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:
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).
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Solar Siphon 3e fill | Rapid Solar weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (8/10) | Firepower 3e | Your grenade final blows create Orbs of Power. |
| Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Chest (6/10) | Solar Resistance 2e fill | Reduces incoming Solar damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Solar Scavenger 1e | Solar weapons get bonus reserves when picking up ammo used by that weapon. |
| Solar Weapon Surge 1e | Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Solar Weapon Surge 1e | Your 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 1e | Finishers generate Special ammo for the whole fireteam. |
| Bomber 1e | Reduces grenade cooldown when using your class ability. | |
| Reaper 1e fill | Shortly 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).