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Solar

Skyburner's Oath — Slug Fire (Solar Hunter)

Scorch faucet → ignition engine, Cabal/major shredder
Skyburner's Oath on light.gg
Your gear best achievable Weapons 161 / 150 target — gear ready
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: Skyburner's Oath (Scout Rifle · Primary · Solar) · Subclass: Gunslinger · Role: Scorch faucet → ignition engine, Cabal/major shredder Sandbox: 9.7.0 · Updated 2026-07-03

A Cabal slug rifle that hates Cabal. Fire from the hip and every shot is a larger explosion that applies Scorch; aim down sights and the slugs fly fast and flat for range. The catalyst turns that scorch into a wildfire — kills spread it, sustained fire inflicts it — and a Solar Hunter is the one subclass that eats scorch stacks for free ignitions, melee energy, Firesprites and Radiant. The gun applies the debuff; Gunslinger collapses it into ignitions.

The weapon

Slug Rifle (intrinsic): "This weapon lobs explosive slugs. When you're aiming down sights, the slugs travel fast and straight. When you're firing from the hip, the explosion is larger and applies Scorch to the target."

Skyburner Catalyst: "Incandescent: Defeating a target spreads scorch to those nearby. More powerful combatants and opposing Guardians cause scorch in a larger radius. / Burning Ambition: Dealing sustained damage scorches the target. Dealing damage to a scorched target inflicts scorch."

What it does: two firing modes off one trigger. Hip-fire gives bigger AoE explosions that directly apply Scorch with no ADS needed — this is the scorch faucet. ADS gives fast, flat slugs for picking precision and range. The catalyst removes the hip-fire tax entirely: with Burning Ambition, even ADS sustained fire scorches, and any damage into a scorched target stacks more scorch, so the gun ramps targets toward the ignition threshold on its own. Incandescent then makes every kill spray scorch to the pack, with a bigger radius on majors and Guardians. One gun equals AoE scorch application plus self-sustaining ignition pressure. The explosive Solar AoE and innate scorch also do extra work against Cabal phalanx shields and Scorn or Tormentor adds.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)The only subclass that consumes scorch — the resource Skyburner's manufactures non-stop.
SuperBlade BarrageBig multi-ignition burst; Knock 'Em Down launches more projectiles into an already-scorched pack.
Class abilityGambler's DodgeReloads weapons on dodge near enemies (a free Skyburner reload) and returns melee energy.
MovementTriple JumpExtra mid-air adjustments to reposition the scorch faucet and stay off Cabal melee.
MeleeProximity KnifeCaliban's Hand turns it into a scorch-and-ignition bomb — see the exotic armour.
GrenadeHealing GrenadeCure plus ability regen (with Ember of Benevolence); the gun is the damage, so the grenade heals.
Aspect 1On Your MarkPrecision hits grant stacking reload and Weapons stat; ADS slugs land precision hits all day.
Aspect 2Gunpowder GambleKills (scorch kills count) charge a thrown Solar bomb that ignites the pack — a second AoE ignition the gun feeds.
FragmentsAshes · Searing · Char · Eruption · EmpyreanPush targets over the ignition line, refund the knife, chain the wildfire, and keep Radiant/Restoration alive.
Exotic armourCaliban's Hand (Gauntlets)Roast 'Em makes Proximity Knife scorch and ignite, and ignition kills fully refund the knife — a closed melee loop the gun keeps fed.
WeaponsPrimary + Solar HeavySkyburner's IS your primary; pair a Special add-clear/champion tool and a Solar Machine Gun or Rocket for bosses Blade Barrage can't finish.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons for raw gun damage and On Your Mark headroom; Health keeps you standing in add-dense rooms; Class ~100 keeps Gambler's Dodge (the Skyburner reload) up. The archetype leans gunfighter — the gun and its scorch are the whole damage economy, so weapon uptime beats ability spam.

Mods:

Artifact — Implement of Curiosity

The Solar-leaning artifact for a Solar Scout that scorches: it grants Radiant straight off the gun's precision slugs, rewards the Scout archetype with Armor Charge, amps Solar and scorch damage, and — since Skyburner's carries no intrinsic stun — pins down Unstoppable and on-stun champion coverage so the gun can stay a scorch faucet.

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)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
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 heavy so both double-dip. - **Anti-Champion:** none intrinsic to Skyburner's — carry the seasonal artifact's anti-champion mods; cover champions on the other two slots (see Where it shines).