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Solar

Sunshot — Explosion-Chain Add Clear (Hunter)

Solar add-clear engine — one kill detonates the whole room
Sunshot 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 Solar · Primary · 150 RPM · No intrinsic champion

Centerpiece: Sunshot (Hand Cannon · Primary · Solar) · Subclass: Gunslinger (Solar) · Role: Solar add-clear engine — one kill detonates the whole room Sandbox: 9.7.0 · Updated 2026-06-29

Point Sunshot at a pack and the first body that drops takes the next three with it. Every kill is a Solar explosion that scorches the survivors, every scorch stack feeds an ignition, and every ignition is another explosion. The hand cannon clears the room; Gunslinger turns the corpses into ability energy, healing and Orbs. You barely touch the trigger after the first shot.

The weapon

Sunshot's intrinsic is Sunburn (verbatim): "This weapon fires explosive rounds and highlights targets that take damage from Sunshot."

Catalyst is Loose Change (verbatim): "Applying an elemental debuff to a target increases this weapon's reload speed, aim assist, and movement while aiming down sights for a short duration."

A 150 RPM Solar Primary hand cannon (`weapon_facts.json`), so ammo is never the constraint — this runs all day. Every kill detonates in a Solar explosion that damages and scorches nearby targets, and the Sunburn highlight tracks who's hurt so the chain always finds its next victim. Scorch is an elemental debuff, and Sunshot applies it on essentially every hit, so Loose Change's reload/aim-assist/strafe buff is effectively permanent in add content — the gun handles like a much lighter hand cannon the moment the chain starts. Density does the work: the more clustered the pack, the further one trigger pull rolls forward as explosion → scorch → ignition → scorch.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch/ignition verbs and the Ember fragment suite are what turn each Sunshot kill into the next one.
SuperGolden Gun: MarksmanOn-theme Solar spike for a priority target; precision hits make Orbs. Swap to Deadshot/Blade Barrage if you prefer — the gun is the build.
Class abilityGambler's DodgeRefunds melee near enemies (doubled within 15 m) and triggers Wormhusk's Cure on every cast.
MovementTriple JumpAir control to reposition over packs and reset lines of fire.
MeleeLightweight KnifeCheap precision-knife to top up the scorch/ignition loop between chains.
GrenadeHealing Grenade (flex)An "oh no" button; the gun is the damage. Swap to any Solar grenade for more scorch.
Aspect 1Gunpowder Gamble"Defeat targets to charge up an improvised Solar explosive." Sunshot kills charge it fast; throw + shoot it for a second AoE nuke that scorches/ignites on top of the chain.
Aspect 2On Your MarkClass-ability casts / precision hits grant you and nearby allies reload speed + Weapons stat, stacking ×10. Sunshot precision hits keep it pinned.
FragmentsChar · Wonder · Searing · EmpyreanThe chain's whole economy — scorch spread, orb printing, melee refund and buff extension (see below).
Exotic armourWormhusk Crown (Helmet)Cure-on-dodge plus Burning Souls, which Sunshot's rapid Solar final blows stack faster than anything else on Solar Hunter.
WeaponsChampion-frame Special + boss-insurance HeavySunshot doesn't stun, so the other two slots carry champion coverage and single-target.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the priority — it scales Sunshot's per-shot damage and stacks with On Your Mark; Health is the cheapest stat to trade because the build already runs Cure, Empyrean restoration and Burning Souls healing; a Class sliver feeds Gambler's refund and faster dodges (more Cure / Burning Souls). Lean on Powerhouse or Gunner-primary pieces (Weapons-favoured), with a Specialist piece for the Class points.

Mods:

Surge / Recuperation / Loader / fonts / Powerful Attraction / Reaper are CWL armour-charge combat mods. The encyclopedia `mods.md` carries them by name; the exact per-copy values come from `clarity_build_numbers.md` (Solar Weapon Surge) — flagged in Verify notes.

Artifact — Queensfoil Censer

The Solar artifact is the obvious match: it carries the full Radiant → Scorch → Ignition engine this Sunshot chain runs on, and covers the champions Sunshot can't stun via Revitalizing Blast.

Picks (2/3/2): Fever And Chill + Kindling TriggerRevitalizing Blast + Anti-Champion Nosecone + Perpetual DestructionRays of Precision + Solo Operative

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 (5/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (4/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)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.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: let Revitalizing Blast ignite the stun.