Rev the blade, plant it in the boss, and never let go. The Lament's whole fantasy is sustained damage — the longer you hold the rev, the more stacks you build, the harder it hits and the less you take. The catalyst turns those revved hits into a scorch firehose, and on Solar Hunter every scorched target feeds the loop back: melee energy, Firesprites, ignitions, class-ability regen.
The weapon
Banshee's Wail (intrinsic): "[Block] : Hold to rev the blade. • Increases damage and adds [Shield-Piercing] shield piercing to all attacks. • Gain stacks when dealing damage with revved attacks. • Additional stacks increase the damage and damage resistance of heavy attacks."
Catalyst — Burning Ambition: "Dealing sustained damage scorches the target. Dealing damage to a scorched target inflicts scorch."
Holding Block to rev does three things at once: it ramps damage, adds intrinsic shield piercing to every attack, and stacks a buff that makes heavy attacks hit harder and grant damage resistance — so the optimal play is to plant the sword in a boss and hold rather than tap-swing. The catalyst layers Solar on top: sustained revved damage scorches the target, and because you keep hitting an already-scorched target you keep re-inflicting scorch until it ignites. Shield piercing lets the blade pass through combatant overshields (and Barrier-champion shields) rather than bouncing, though it does not by itself stun a Champion. Catalysed, the Lament stops being just a melee weapon and becomes a Solar ability igniter you happen to swing.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch is a Solar verb — the catalyst plugs straight into the Solar sandbox (ignitions, Firesprites, scorch-fed regen).
Super
Blade Barrage
Burst add-clear / panic button so the sword can stay parked on the boss; enhanced by Knock 'Em Down for more projectiles.
Class ability
Marksman's Dodge
Instant reposition off a boss swing that also resets sword stance; Acrobat's Dodge (Radiant) is the alt if you want the damage buff over the reset.
Movement
Triple Jump
Maximum air control to close on a boss and reposition mid-window without losing the rev's line.
Melee
Throwing Knife
Ranged scorch-starter to pre-light a target before you close, and the Gunpowder-Gamble charger.
Grenade
Healing Grenade
Sustain so you can hold the rev through boss melee; the sword is the damage, the grenade is the lifeline.
Aspect 1
On Your Mark
Class-ability activation or precision hits grant increased reload and Weapons stat, stacking ten times — buffs your other two guns between sword windows.
Aspect 2
Knock 'Em Down
Enhances Blade Barrage (more projectiles) for the burst-clear that keeps adds off you while you rev.
Fragments
See below
Four scorch-keyed Embers — exactly what Burning Ambition produces nonstop.
Exotic armour
Synthoceps (Gauntlets)
Biotic Enhancements — when surrounded (3+ within 15 m) you gain increased melee and Super damage; it also buffs Blade Barrage's Super damage while you're in the pack.
Weapons
Solar Primary (e.g. incandescent auto/pulse) + Solar Special (GL/fusion)
Primary keeps Solar verbs and On Your Mark precision stacks rolling between windows; Special thins packs so you reach "surrounded" on demand for Synthoceps.
Fragments
Ember of Searing · Ember of Char · Ember of Singeing · Ember of Ashes
Why it works (the mechanics)
Banshee's Wail is a commitment perk, and the loadout pays the commitment. The rev's stacks scale heavy-attack damage and damage resistance, so the correct play is to plant the sword and hold. Every other choice — Healing Grenade, the rev's own DR, Marksman's Dodge for a stance-reset escape — exists to let you keep holding through the boss's melee.
The catalyst turns a melee weapon into a Solar ability engine. Burning Ambition scorches on sustained damage and re-inflicts on already-scorched targets, so holding the rev on one target ramps scorch toward ignition. Ember of Ashes speeds it (more stacks per application); Ember of Char makes the resulting ignition spread scorch to the whole pack, and that secondary scorch ignites again — one revved boss becomes an AoE ignite chain.
Scorch closes the ability economy. Ember of Searing: defeating scorched targets grants melee energy + a Firesprite (Firesprites feed grenade energy and Solar regen). Ember of Singeing: scorching targets recharges your class ability faster → more Marksman's Dodges → more sword-stance resets and repositions. The sword generates the abilities that keep it swinging safely.
On Your Mark double-dips the 9.7.0 Weapons stat. Precision hits with your Solar primary stack On Your Mark up to ×10 → +Weapons stat, which now adds PvE weapon damage. That buffs the primary in the gaps and stacks onto the sword when you swing — a second damage source earned just by shooting between windows.
Blade Barrage is the "get off me" button. Holding a rev means you can't shoot; when a wave of adds threatens the window, Knock-'Em-Down Blade Barrage clears it (and ignites, spreading scorch via Char) so you can immediately re-plant the sword. Synthoceps' +50% Super damage boosts the burst when you cast it surrounded.
Shield piercing is bespoke reach against shielded targets. The rev adds intrinsic shield piercing to all attacks, letting the blade pass through combatant overshields and Barrier-champion shields instead of bouncing — a niche the sword covers without the gun-archetype stun table (though it is not itself a Champion stun; see Champion coverage).
Stats & mods
Weapons 200 → Melee → Class. Weapons because On Your Mark stacks it and it now adds PvE weapon damage to both the sword and your primary; Melee because sword light/heavy swings and Throwing Knife want it high and it feeds scorch-melee regen; Class for dodge uptime (stance reset + Singeing reinforce it). Health is the cheap dump — the rev self-DRs and Healing Grenade covers the rest.
Archetype lean: pieces favouring Weapons/Melee (Brawler/Gunner-type rolls), with one Super-leaning piece for Blade Barrage uptime.
Mods:
Boots: Sword Scavenger ×2 (Heavy reserves are the resource) · Solar Weapon Surge if the primary is a damage piece.
Arms: Melee Font + Heavy Handed (melee kills → melee energy) to push Melee.
Chest: Solar Resistance ×2–3 for parked-on-boss survivability under the rev's DR.
Class item: Bomber + Powerful Attraction (orb vacuum feeds On Your Mark + Super).
Surge: Solar Weapon Surge (aligns the primary + Blade Barrage to the subclass).
Anti-Champion: none intrinsic to the sword — source Unstoppable from the artifact (Energy Acceleration) and lean on the primary's archetype for the rest.
Artifact — Implement of Curiosity
The Solar half of this artifact is the exact loop the catalyst runs: Radiant feeds scorch, scorch ignites, and the artifact pays you back in Solar damage — while Iron Lord's Vigor makes parking the sword in a boss survivable, and Energy Acceleration / Elemental Daze cover the Unstoppable and debuff gaps the Lament can't stun alone.
Picks (2/3/2):
Tier 1: Fever and Chill · Elemental Benevolence
Tier 2: Cauterized Darkness · Energy Acceleration · Elemental Daze
Tier 3: Radiant Shrapnel · Iron Lord's Vigor
Fever and Chill turns rapid Solar hits into Radiant, the on-demand buff that arms Char/Searing payoffs and Radiant Shrapnel.
Elemental Benevolence returns class-ability energy when you grant allies a Solar buff — more Marksman's Dodges to reset stance.
Cauterized Darkness makes Stasis/Strand-debuffed non-bosses take more Solar damage, so the scorch-ignite chain hits harder.
Energy Acceleration is the Unstoppable answer the sword lacks on its own.
Elemental Daze plants a Solar debuff when you stun a Champion with a Solar weapon, looping back into Cauterized Darkness.
Radiant Shrapnel sprays re-scorching Solar projectiles on sustained damage while Radiant — a direct payoff for the catalyst's scorch.
Iron Lord's Vigor grants sword-only DR plus ammo on rapid final blows — built for plant-and-hold revving.
Where it shines
Boss DPS / damage phases: a top-tier sustained-melee DPS sword — plant + rev + hold is the whole rotation. Best where you can stand in melee.
Density / GM-tier: scorch + Char-spread ignitions turn a single revved target into pack-wide ignites; Synthoceps wants that density anyway, and Healing Grenade + rev DR keep you alive parked in the middle.
Weak spots: ranged/airborne bosses or "stay back" mechanics where the sword can't reach and Synthoceps goes dark — lean on the Solar primary + Blade Barrage there.
Champion coverage: The Lament has no intrinsic Champion stun (manifest champion = none). Its rev shield-piercing passes through Barrier-champion shields but does not stun them. Bring Unstoppable from Energy Acceleration (artifact) and match the Solar primary's archetype / mods to cover Overload and Barrier for the run.
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 (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (7/10)
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Solar Resistance2e
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect 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.
Solar Weapon Surge1efill
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
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: lean on the primary's archetype for the rest.