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Solar

Sturm — Together Forever ammo engine (Hunter)

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

Centerpiece: Sturm (Hand Cannon · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Self-feeding primary DPS — never reload, never run dry Sandbox: 9.7.0 · Updated 2026-07-03

Two guns that load each other. Kill with the hand cannon and Drang's mag refills from reserves; kill with Drang and Sturm reloads 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 Kinetic hand cannon that only becomes an engine when it's paired with its sidearm Drang (the "Together Forever" weapon). Three verbatim lines carry the whole build:

Accomplice (intrinsic) — "Final blows with this weapon fill the magazine of the equipped Energy weapon from reserves."

Storm and Stress (perk) — "Final blows with Together Forever weapons reload this weapon and overflow bonus damage rounds into the magazine. Final blows with bonus damage rounds increase the magazine capacity of Together Forever weapons."

Catalyst — Helping Hands — "Final blows with bonus damage rounds build and store charges which allow you to swap and stow Sturm and Together Forever weapons at a massively increased rate."

Drang carries the matching intrinsic Together Forever — "Fires micro-missiles. Final blows with this weapon reload and overflow Sturm." — and must sit in the Energy slot so Accomplice can refill it. The loop runs one direction then the other: a Sturm kill tops Drang from reserves, a Drang kill reloads Sturm and overflows it with bonus damage rounds, and spending those rounds grows Drang's magazine. Alternate kills and neither gun ever needs a manual reload — the kill that empties one weapon is the kill that loads the other. Helping Hands then erases the swap tax so the Sturm↔Drang handoff goes instant once you're banking charges. The whole playstyle is swap, kill, swap, kill.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Solar surge, Radiant and Restoration economy wrap the gunplay in free damage and healing.
SuperGolden Gun: MarksmanOn-element burst for the priority target the primary loop can't melt between chains.
Class abilityMarksman's DodgeFree full reload on dodge — a manual "reset both guns" button when the kill chain breaks.
MovementTriple JumpExtra aerial adjust for staying in a firing lane while swap-spamming.
MeleeLightweight KnifePrecision-kill throw keeps the Solar economy turning without leaving the gunplay.
GrenadeHealing GrenadeCure on demand plus the ability final blow that helps sustain Restoration between swaps.
Aspect 1On Your MarkClass-ability use or precision hits stack reload speed and Weapons stat ×10; every Sturm/Drang headshot feeds it.
Aspect 2Gunpowder GambleKills charge a throwable Solar explosive — pure upside on a build that does nothing but get primary kills.
FragmentsTorches · Empyrean · Solace · SingeingRadiant on melee, Solar-kill Restoration/Radiant refresh, longer buff duration, class-ability regen on scorch.
Exotic armourGyrfalcon's Hauberk (Chest)On a Solar loadout it isn't the anchor — the weapons are; run any Solar-surge chest exotic, or Gyrfalcon if you spec a void off-hand.
WeaponsDrang (Energy · Solar) + Solar HeavyDrang is the mandatory pair (Energy slot, on-surge); a Solar Machine Gun or GL covers bosses and champions the primaries can't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the obvious anchor — the whole build is primary gunplay plus bonus-damage rounds plus On Your Mark's Weapons stacks; Health for floor survivability under Restoration; Class to keep Marksman's Dodge (the manual reset) coming back fast. Archetype lean: Gunner / Powerhouse (Weapons + Class/Super favoured), Tier 4+ reachable without a perfect roll.

Mods:

Artifact — Implement of Curiosity

The Solar-leaning artifact that turns the Drang half into the engine: it grants Radiant straight off Solar precision hits, pays Radiant back as ignitions, and plugs the one champion gap (Unstoppable) the primary loop can't cover on its own — while still feeding the Armor Charge economy the loadout already runs.

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 (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
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: a Solar Heavy for the champion types the primaries miss.