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Solar

The Lament — Roaring Revs (Solar Hunter)

Sustained boss/melee DPS sword + scorch-ignite engine
The Lament on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Heavy · No intrinsic champion

Centerpiece: The Lament (Sword · Heavy · Solar) · Subclass: Gunslinger (Solar) · Role: Sustained boss/melee DPS sword + scorch-ignite engine Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassGunslinger (Solar)Scorch is a Solar verb — the catalyst plugs straight into the Solar sandbox (ignitions, Firesprites, scorch-fed regen).
SuperBlade BarrageBurst add-clear / panic button so the sword can stay parked on the boss; enhanced by Knock 'Em Down for more projectiles.
Class abilityMarksman's DodgeInstant 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.
MovementTriple JumpMaximum air control to close on a boss and reposition mid-window without losing the rev's line.
MeleeThrowing KnifeRanged scorch-starter to pre-light a target before you close, and the Gunpowder-Gamble charger.
GrenadeHealing GrenadeSustain so you can hold the rev through boss melee; the sword is the damage, the grenade is the lifeline.
Aspect 1On Your MarkClass-ability activation or precision hits grant increased reload and Weapons stat, stacking ten times — buffs your other two guns between sword windows.
Aspect 2Knock 'Em DownEnhances Blade Barrage (more projectiles) for the burst-clear that keeps adds off you while you rev.
FragmentsSee belowFour scorch-keyed Embers — exactly what Burning Ambition produces nonstop.
Exotic armourSynthoceps (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.
WeaponsSolar 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

Why it works (the mechanics)

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:

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):

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 (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (7/10)Solar Resistance 2eReduces incoming Solar damage from combatants.
Solar Resistance 2eReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect 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.
Solar Weapon Surge 1e fillYour 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)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
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: lean on the primary's archetype for the rest.