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Solar

Tarrabah — Unleash the Beast (Solar Hunter)

Solo-survivable scorch/ignition shredder — feed the Beast, never swap off it
Tarrabah on light.gg
✓ Manifest Solar · Primary · 720 RPM · No intrinsic champion

Centerpiece: Tarrabah (Submachine Gun · Primary · Solar) · Subclass: Gunslinger · Role: Solo-survivable scorch/ignition shredder — feed the Beast, never swap off it Sandbox: 9.7.0 · Updated 2026-07-03

Tarrabah is the one gun that punishes you for weapon-swapping. Ravenous Beast only charges while it's in your hands, drains the instant you holster, and the unleashed Beast reduces incoming Solar damage. So you don't build a rotation around a second gun — you build a Solar Hunter whose abilities do the off-gun work (scorch, ignite, invis, heal) so the trigger never leaves the SMG. Charge it on the trash, unleash on the orange, and the catalyst keeps the mag overflowing.

The weapon

Ravenous Beast (intrinsic): "This weapon stores power when dealing or receiving damage; defeating combatants or dealing damage to Scorched combatants grants increased progress. [Alternate Weapon Action]: Unleashes the beast when full, increasing outgoing damage and reducing incoming Solar damage."

Catalyst — Ambitious Assassin: "Overflows the magazine based on the number of rapid kills before reloading."

What it does in practice: hold the trigger on adds to fill the Beast meter — damage dealt and taken both count, and Scorched targets grant increased progress, so a scorch-heavy kit charges it markedly faster. Hit [Alternate Weapon Action] at full and you open a window where outgoing damage climbs and incoming Solar is reduced (huge in Solar-burn content). Ambitious Assassin overflows the magazine off rapid kills so the unleashed window doesn't die on an empty mag — the overflow plus the damage buff chew through orange bars in one sustained burst. Every design choice below exists to keep the gun equipped, because holstering throws away the charge you paid health to build.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch engine feeds Ravenous Beast's increased progress from Scorched targets; native Solar-weapon synergy.
SuperGolden Gun: MarksmanOff-gun panic/priority delete without dropping the SMG loop; Knock 'Em Down extends its duration.
Class abilityMarksman's DodgeReloads Tarrabah on dodge — the one refill that respects "never holster".
MovementHigh JumpExtra air time to line up Gunpowder Gamble's mid-air detonation and reposition after invis.
MeleeLightweight KnifeSolar throwing knife that scorches on hit and procs the Cowl's melee-kill reset — ability damage so the gun stays up.
GrenadeTripmine GrenadeHeld as backup; Gunpowder Gamble's improvised charge is the primary [Grenade] input in-combat.
Aspect 1Gunpowder GambleAdd kills charge an improvised Solar explosive; shoot it mid-air to ignite a pack into mass scorch, feeding the Beast.
Aspect 2On Your MarkClass-ability use or precision hits grant increased reload speed and Weapons stat, stacking ten times — free weapon uptime while holding the trigger.
Fragments4 Embers (see below)Scorch generation, scorch spread off ignitions, and self-sustained Restoration/Radiant on Solar kills.
Exotic armourAssassin's Cowl (Helmet)Melee kills grant invisibility + a heal — the missing panic button and health refund for a no-swap gun.
WeaponsTarrabah + Solar/Void heavy (LMG or GL)Centerpiece stays in-hand; the heavy is your only genuine off-gun swap, for boss/champion burst.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons maxes Tarrabah's PvE damage and stacks with On Your Mark; Health because the build invites incoming damage to charge the Beast; Class for Marksman's Dodge uptime — the only no-holster reload.

Archetype lean: Gunner / Bulwark pieces (Weapons + Class/Health), tuning toward Weapons over the tertiaries.

Mods:

Artifact — Implement of Curiosity

The Solar-Radiant artifact — Tarrabah's whole kit runs on Radiant → Scorch → Beast progress, and Implement amplifies that exact loop while patching the build's one champion hole (Unstoppable) that the gun can't stun.

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 (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
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.
Solar Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (5/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).