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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch/ignition verbs and the Ember fragment suite are what turn each Sunshot kill into the next one.
Super
Golden Gun: Marksman
On-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 ability
Gambler's Dodge
Refunds melee near enemies (doubled within 15 m) and triggers Wormhusk's Cure on every cast.
Movement
Triple Jump
Air control to reposition over packs and reset lines of fire.
Melee
Lightweight Knife
Cheap precision-knife to top up the scorch/ignition loop between chains.
Grenade
Healing Grenade (flex)
An "oh no" button; the gun is the damage. Swap to any Solar grenade for more scorch.
Aspect 1
Gunpowder 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 2
On Your Mark
Class-ability casts / precision hits grant you and nearby allies reload speed + Weapons stat, stacking ×10. Sunshot precision hits keep it pinned.
Fragments
Char · Wonder · Searing · Empyrean
The chain's whole economy — scorch spread, orb printing, melee refund and buff extension (see below).
Exotic armour
Wormhusk Crown (Helmet)
Cure-on-dodge plus Burning Souls, which Sunshot's rapid Solar final blows stack faster than anything else on Solar Hunter.
Weapons
Champion-frame Special + boss-insurance Heavy
Sunshot doesn't stun, so the other two slots carry champion coverage and single-target.
Fragments
Ember of CharSolar ignitions spread scorch to affected targets — every ignition fuels the next, +10 Grenade
Ember of Wonderrapidly defeating targets with ignitions → Orb of Power — the chain prints orbs, +10 Health
Ember of Searingscorched-target kills → melee energy + Firesprite — refunds the knife, +10 Class
Ember of EmpyreanSolar weapon/ability final blows extend restoration and radiant — Sunshot kills keep both rolling, −10 Health
Why it works (the mechanics)
The kill condition and the spread condition are the same event. Sunburn makes every kill a scorching Solar explosion. Scorch on the survivors stacks toward an ignition (a second, bigger Solar explosion), and Ember of Char's ignitions apply 40 scorch stacks to everything caught in the blast — so one Sunshot kill into a clustered pack rolls forward as explosion → scorch → ignition → scorch with no extra trigger pulls. Density is the damage stat.
The catalyst is always on. Loose Change fires off applying an elemental debuff; Sunshot scorches on essentially every hit, so its reload/aim-assist/strafe buff is permanent in add content. The gun never feels sluggish mid-chain.
The chain pays for every ability. A single explosion-chain feeds several meters at once: Ember of Wonder spawns an Orb off ignition multikills (granting 2.5% Super each, 10 s cooldown), Ember of Searing refunds melee energy plus a Firesprite off scorched kills, On Your Mark stacks Weapons stat + reload off precision hits, and Burning Souls ramps Solar ability damage. Guns reload the abilities; abilities don't gate the guns.
On Your Mark double-dips the 9.7.0 Weapons stat. Its stacks grant Weapons stat — a flat PvE weapon-damage multiplier vs minors/majors — so landing Sunshot precision hits makes Sunshot itself hit harder, on top of the explosion AoE. The aspect stacks ten times and refreshes constantly off the precision body of the chain.
Wormhusk turns the kills into healing for the room. Burning Souls' rapid Solar final blows are exactly what an explosion chain produces fastest, and it spreads its dodge-healing to nearby allies; Cure-on-dodge (≈67 HP restored on class-ability use) plus the Empyrean/On Your Mark restoration layers keep you and the fireteam topped without leaving the trigger.
Anti-Champion is covered by the other slots, not Sunshot. Stun is intrinsic to weapon archetypes now; Sunshot (Solar Primary HC, no champion intrinsic per `weapon_facts.json`) isn't a stun frame, so the Special/Heavy carry the champion verbs and the artifact's Revitalizing Blast ignites whatever they stun.
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:
Boots: Recuperation (orb pickup → heal) — the orb flood means it's nearly free health.
Arms: Hand Cannon Loader · a Melee font to keep Lightweight Knife uptime high.
Chest: Arc + Void resistance for flat DR under the Cure/restoration layers.
Class item: Powerful Attraction (dodge vacuums Orbs) · Reaper (post-dodge kill → extra Orb).
Surge:Solar Weapon Surge ×2 (+17% Solar weapon damage at 2 mods in PvE per Clarity) straight onto Sunshot.
Anti-Champion: none on Sunshot — it can't stun; bring the champion frames in the Special/Heavy and let Revitalizing Blast ignite the stun.
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 Trigger — Revitalizing Blast + Anti-Champion Nosecone + Perpetual Destruction — Rays of Precision + Solo Operative
Fever And Chill — rapid hits with Solar weapons grant Radiant, the buff that powers the whole loop; Sunshot's rate of fire keeps it lit.
Kindling Trigger — while Radiant, Solar weapons apply Scorch to unscorched combatants, pushing even more scorch into the chain before the first ignition.
Revitalizing Blast — stunning a Champion ignites it and clears your shield stun: champion cover plus a free ignition feeding the loop.
Anti-Champion Nosecone — your boss-insurance Rocket Launcher hits Champions harder, the single-target coverage Sunshot lacks.
Perpetual Destruction — rapid non-Exotic Rocket kills refund ammo and reload, keeping the Heavy slot fed between chains.
Rays of Precision + Solo Operative — while Radiant, Solar precision final blows ignite (more ignitions, the whole point); Solo Operative grants scaling precision-kill weapon damage when you're running solo.
Where it shines
Add-dense PvE — strikes, GMs, Onslaught, seasonal activities. Sunshot is a room-clearer first; one chain wipes a pack and refills your kit. The denser the encounter, the harder the explosion chain snowballs.
Team play. Burning Souls heals nearby allies, the orb flood (Wonder + Recuperation + Reaper) feeds the fireteam, and Golden Gun + the Solar verbs hand out value as a side effect of normal add-clear.
Not a boss-DPS pick. Explosions and ignitions are add/major tech; bring the Heavy for single-target. Golden Gun: Marksman is your spike for an orange bar.
Champion coverage. Sunshot stuns nothing intrinsically (champion None in `weapon_facts.json`). Bring a champion-stun Special (e.g. an Unstoppable Heavy Burst HC or Overload frame) and a boss-insurance Heavy, and let the artifact's Revitalizing Blast ignite whatever they stun.
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 (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (4/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
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.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically 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.