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
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
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 → Marksman'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
On Your Mark
Precision hits grant Weapons stat ×10 → direct PvE damage onto Polaris; cure at max.
Aspect 2
Gunpowder Gamble
Kills charge a throwable Solar explosive → shoot it mid-air → guaranteed ignition on demand.
Fragments
Ember of Ashesmore scorch stacks per hit → reach ignition faster off the explosive round
Ember of Charignitions spread scorch — the chain widener
Ember of Searingscorched kills → melee energy + Firesprite
Ember of Wonderrapid ignition kills → Orb of Power — feeds Star-Eater/Super
Ember of EmpyreanSolar weapon/ability kills extend radiant — keep the buff rolling off Polaris kills
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:
Special: a Solar Special you want for surges — e.g. a Solar Fusion or Vorpal Solar Sniper for the single boss/champion Polaris can't burst, kept on-element so one Solar Surge ×3 buffs both Polaris and it.
Heavy: any Heavy for true boss DPS (Polaris is a Primary — it's the engine, not the burst). A Solar Rocket/MG keeps Ember of Empyrean and surges single-element.
Why this works (the mechanics)
Polaris is the only Primary that ignites for free. The 4th-precision-hit explosive round is a scorch grenade you fire off a self-refunding mag. With Ember of Ashes boosting scorch-per-hit, two explosive rounds (8 headshots — fast on a scout) tip a target over the 100-scorch ignition threshold. No grenade, no melee, no Super spent — just aiming.
Dragonfly catalyst makes precision kills AoE. Catalyst Dragonfly + 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 — the chain self-widens through a pack.
On Your Mark double-pays the precision hits. Every headshot already refunds ammo and builds toward the explosive round; On Your Mark stacks Weapons stat ×10 off those same hits — a direct PvE damage multiplier layered onto the gun doing the hitting. The build's core 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 champion, a shielded major), kills charge a throwable Solar explosive — shoot it 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; Star-Eater converts orbs into Super energy and, at full Super, into overcharge → bigger Golden Gun + heal + overshield. Polaris's ignitions are the Super battery.
Ember of Searing keeps the class ability and Firesprites flowing — scorched kills (constant here) refund melee and drop Firesprites, and Ember of Empyrean uses Polaris's Solar kills to extend radiant, so the damage buff never lapses mid-fight.
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
Add-dense PvE (Nightfalls, GM clear phases, Onslaught): Polaris is a scorch/ignition lawnmower from range — it lights packs without burning ammo, a Primary that performs like a wave-clear Special.
Endgame sustain: ammo never an issue (self-refunding mag), and the orb→Super loop gives Golden Gun for the orange-bar/champion you can't ignite to death.
Champion coverage:flag — Polaris carries no bespoke champion stun. As a Precision-frame scout under Anti-Champion 2.0 it stuns Barrier intrinsically (Precision/Adaptive → Barrier). Unstoppable and Overload are not covered by Polaris — bring an Unstoppable/Overload archetype in the Special slot or take the seasonal artifact anti-champion mods. Ignitions also stagger many unshielded elites, but that is not a true champion stun.
Artifact — Implement of Curiosity (current)
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 Armor Charge, Orbs and elemental pickups — while Energy Acceleration backfills the Unstoppable gap Polaris can't cover (it stuns Barrier intrinsically).
Tier 1:Semi-Auto Striker (rapid precision Scout shots make Orbs when low on Armor Charge — feeds the orb/charge economy off the same headshots) — Fever and Chill (rapid Solar precision hits grant Radiant straight off Polaris)
Tier 2:Cauterized Darkness (a flat Solar damage amp layered onto every ignition and explosive round) — Energy Acceleration (covers Unstoppable, the champion Polaris misses) — Elemental Coalescence (kills drop Solar elemental pickups, fuelling the pickup loop)
Tier 3:Radiant Shrapnel (the spine — sustained damage while Radiant or scorched-kill defeats apply more Scorch, widening the ignition chain) — Elemental Overdrive (Solar pickups grant Polaris increased Solar weapon damage)
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 (8/10)
Firepower3e
Your grenade final blows create Orbs of Power.
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.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Scavenger1e
Solar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (3/10)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
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).