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Solar

Polaris Lance — Perfect Fifth Ignition Engine (Solar Hunter)

Ammo-free ranged scorch/ignition primary that lights up the whole pack
Polaris Lance 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 · 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

SlotPickWhy
SubclassGunslinger (Solar)Scorch to ignition is the win condition; Polaris is the trigger that supplies it for free.
SuperGolden Gun: MarksmanSingle-target champion/boss deleter; Star-Eater orbs make each cast hit far harder.
Class abilityMarksman's DodgeFull reload + reposition between scorch volleys; no melee dependence in this build.
MovementTriple JumpExtra aerial control to hold sightlines and keep heads in view for the precision loop.
MeleeLightweight Knife / Knife TrickRadiant igniter via Ember of Torches; a topper, not the build's spine.
GrenadeTripmine (or Healing)Tripmine adds scorch and Firepower orbs; Healing if you want pure sustain.
Aspect 1On Your MarkPrecision 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 2Gunpowder GambleKills charge a throwable Solar explosive you shoot mid-air for a guaranteed ignition on demand.
FragmentsAshes · Char · Searing · Wonder · EmpyreanWiden the scorch, convert kills to orbs/melee/Firesprites, and keep radiant rolling.
Exotic armourStar-Eater Scales (Legs)The ignition loop floods orbs; Feast of Light eats them for a much bigger Golden Gun, a heal, and an overshield.
WeaponsSolar Special + Solar HeavyKept on-element so one Solar Surge buffs Polaris and them; covers the single boss Polaris can't burst.
Fragments

Why it works (the mechanics)

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:

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):

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 (8/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Legs (5/10)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.
Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces 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).