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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
The only subclass that consumes scorch — the resource Skyburner's manufactures non-stop.
Super
Blade Barrage
Big multi-ignition burst; Knock 'Em Down launches more projectiles into an already-scorched pack.
Class ability
Gambler's Dodge
Reloads weapons on dodge near enemies (a free Skyburner reload) and returns melee energy.
Movement
Triple Jump
Extra mid-air adjustments to reposition the scorch faucet and stay off Cabal melee.
Melee
Proximity Knife
Caliban's Hand turns it into a scorch-and-ignition bomb — see the exotic armour.
Grenade
Healing Grenade
Cure plus ability regen (with Ember of Benevolence); the gun is the damage, so the grenade heals.
Aspect 1
On Your Mark
Precision hits grant stacking reload and Weapons stat; ADS slugs land precision hits all day.
Aspect 2
Gunpowder Gamble
Kills (scorch kills count) charge a thrown Solar bomb that ignites the pack — a second AoE ignition the gun feeds.
Fragments
Ashes · Searing · Char · Eruption · Empyrean
Push targets over the ignition line, refund the knife, chain the wildfire, and keep Radiant/Restoration alive.
Exotic armour
Caliban'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.
Weapons
Primary + Solar Heavy
Skyburner'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
Ember of Ashesmore scorch per hit — accelerates every target to the ignition threshold
Ember of Searingscorched-target kills grant melee energy + a Firesprite — refunds the Proximity Knife
Ember of Charyour ignitions spread scorch — chains the Incandescent wildfire, +10 Grenade
Ember of Eruptionbigger ignition AoE, +10 Melee
Ember of EmpyreanSolar weapon/ability kills extend Radiant and Restoration — a Solar gun keeps both alive
Why it works (the mechanics)
The gun is a scorch faucet; Gunslinger is the drain. Skyburner's hip-fire, and with the catalyst any sustained fire, applies Scorch. Solar Hunter is built to pay you for scorched targets — Ember of Searing (melee + Firesprite on scorched kill), class regen on scorch, ignition payoffs. Every other subclass throws that debuff away; Gunslinger compounds it.
Ember of Ashes pushes targets over the ignition line for free. Scorch ignites at 100 stacks. More stacks per shot means faster ignitions, so the catalyst's "damage to a scorched target inflicts scorch" loop spirals a whole group into ignitions off ordinary trigger pulls.
Ignition to Incandescent to ignition is a self-spreading wildfire. A scorched target dies, Incandescent sprays scorch to neighbours (bigger radius on majors), Ember of Char makes the ignition itself spread scorch too, and those neighbours are now scorched so the next shot or kill ignites them. The pack burns itself down.
Caliban's Hand closes the melee economy. Proximity Knife scorches on its explosion and ignites on final blow; Scorch damage refunds melee energy and Ignition final blows fully refund the knife and can overflow a second charge. The gun keeps everything scorched, so the knife always lands on a scorched target, ignites, and comes back. Ember of Searing stacks a second melee-refund-on-scorch-kill on top.
On Your Mark double-dips the 9.7.0 Weapons stat. ADS slugs are precision-friendly; precision hits stack On Your Mark to grant reload and Weapons stat, which is flat PvE weapon damage on top of the scorch and ignition damage. Two damage sources from just aiming.
Three independent ignition buttons ride the same scorch. Gunpowder Gamble charges off kills and ignites on throw; Blade Barrage's projectiles ignite and Knock 'Em Down buffs it. Gun, knife and Gamble/Super all feed off the scorch the gun lays down.
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:
Boots: Solar Weapon Surge x2 (flat Solar damage straight onto Skyburner's and the heavy) · Orbs of Restoration.
Arms: Loader for your primary/special · Melee Font to top up the Caliban's knife.
Chest: elemental resistances · Concussive Dampener vs Cabal explosions.
Class item: Powerful Attraction (dodge vacuums Orbs and Firesprites) · Bomber/Outreach.
Surge: Solar — match the surge to the gun and the Solar heavy so both double-dip.
Anti-Champion: none intrinsic to Skyburner's — carry the seasonal artifact's anti-champion mods and cover champions on the other two slots (see Where it shines).
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):
Tier 1: Fever and Chill · Semi-Auto Striker
Tier 2: Cauterized Darkness · Energy Acceleration · Elemental Daze
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant on rapid Solar precision hits — ADS slugs land precision all day, so Radiant uptime is nearly free.
Semi-Auto Striker rewards Scout Rifle precision shots with an Orb / Armor Charge — it pays the build's Armor Charge line off the gun itself.
Cauterized Darkness makes debuffed combatants take more Solar damage — it stacks straight onto scorched targets the gun is already burning.
Energy Acceleration supplies Unstoppable coverage for the champion the Scout can't stun intrinsically.
Elemental Daze turns champion stuns from your Solar weapon into a matching elemental debuff explosion — stuns become more Solar AoE.
Radiant Shrapnel spreads more Scorch off sustained damage while Radiant or off scorched kills — it feeds and pays off the core wildfire loop.
Elemental Overdrive buffs Solar weapon damage when you grab a matching Solar pickup — the Firesprites and Solar orbs the build makes turn back into gun damage.
Where it shines
Match Game / scorch-heavy add-dense content: Nightfalls, Lost Sectors, seasonal activities — the Incandescent and Char wildfire clears packs the gun never directly hits.
Cabal/Scorn-heavy rooms: the slug explosions and innate scorch shred phalanx shields and chunk Tormentors and elites.
Champion coverage: Skyburner's has no intrinsic champion stun (confirmed null in weapon_facts.json). Lean on scorch and ignition to stagger and burn elites, then assign the other two weapon slots to the champion archetypes you need (Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload; Aggressive/High-Impact → Unstoppable) plus the artifact's anti-champion mods. Energy Acceleration adds Unstoppable, and Gunpowder Gamble/Blade Barrage ignitions knock down unshielded elites.
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)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Outreach1e
Reduces melee cooldown when using your class ability.
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 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).