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Solar

Sturm — Together Forever ammo engine (Hunter)

Self-feeding primary DPS — never reload, never run dry
✓ Manifest Kinetic · Primary · 120 RPM · No intrinsic champion

Weapon: Sturm (Hand Cannon · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Self-feeding primary DPS — never reload, never run dry

Sandbox: 9.7.0 · Created 2026-06-16

Two guns that load each other. Kill with the hand cannon → Drang's mag refills from reserves; kill with Drang → Sturm reloads and overflows with bonus damage rounds. Stack a few bonus-round kills and you're swapping between a Kinetic hand cannon and a Solar sidearm that never stop firing — a closed primary-ammo loop with hard-hitting overflow rounds on the front of it.

The weapon

Sturm is a 120-RPM Adaptive-frame Kinetic hand cannon (Impact 92, 9-round mag). What makes it an engine rather than a gun is that it ships with two intrinsic behaviours and a catalyst, all of which only fire when it's paired with its sidearm Drang (the "Together Forever" weapon):

Drang is a 300-RPM Solar Sidearm whose intrinsic Together Forever — "Fires micro-missiles. Final blows with this weapon reload and overflow Sturm." — is the matching key. It must go in the Energy slot so Accomplice can refill it, and it must be Solar to stay on-element with a Gunslinger surge build.

Element: Sturm = Kinetic (Primary), Drang = Solar (Primary, Energy slot).

Loadout

SlotPickWhy
KineticSturm (HC · Kinetic · Primary)The centrepiece. Accomplice refills Drang; Storm and Stress catches Drang's overflow. Adaptive frame → Barrier champion (Anti-Champion 2.0).
EnergyDrang (Sidearm · Solar · Primary)Mandatory pair. Together Forever reloads + overflows Sturm; sits in the Energy slot so Accomplice can fill it. Solar = on-surge.
HeavySolar Machine Gun / GLChampion + boss coverage the primary loop doesn't cover; keeps the surge mods Solar.
SuperGolden Gun: MarksmanOn-element burst for a priority target between loops; Solar weapon kills extend its supporting verbs.
Class abilityMarksman's DodgeFree full reload on dodge — a manual "reset both guns" button when the kill chain breaks.
MeleeLightweight KnifePrecision-kill → Radiant; keeps the Solar economy turning without leaving the gunplay.
GrenadeHealing GrenadeCure + the throw that procs Ember of Empyrean / sustains between swaps.
Aspect 1On Your MarkPrecision hits stack reload and Weapons stat ×10 → Restoration at max (9.7.0). Every Sturm/Drang headshot feeds it.
Aspect 2Gunpowder GamblePrimary-weapon kills charge a throwable Solar grenade — pure upside on a build that does nothing but get primary kills.
Fragments (4)

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100 → Class. Weapons is the obvious primary anchor (the whole build is primary gunplay + bonus-damage rounds + On Your Mark's Weapons stacks); Health for floor survivability under Restoration; Class to keep Marksman's Dodge — the manual reset — coming back fast.

Archetypes: Gunner / Powerhouse (Weapons + Class/Super favoured), Tier 4+ reachable without a perfect roll.

Mods, by piece:

Champion note: Sturm (Adaptive HC) stuns Barrier intrinsically; bring a Heavy covering Unstoppable/Overload for the activity.

Where it shines