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Solar

Ticuu's Divination — Chain Reaction (Solar Hunter)

Add-clear chain-detonation engine
Ticuu's Divination 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 · No intrinsic champion

Centerpiece: Ticuu's Divination (Combat Bow · Primary · Solar) · Subclass: Gunslinger · Role: Add-clear chain-detonation engine Sandbox: 9.7.0 · Updated 2026-07-03

Hip-fire to seed a room with tracking Sacred Flame marks, then perfect-draw a single ADS arrow into the pack — every marked target that dies erupts, and the eruption marks and detonates its neighbours. Caliban's Hand turns your knife into a second ignition fuse, the Solar verbs (scorch → ignite) bridge every explosion, and one good shot cascades through an entire spawn. This is the bow Ticuu's was always meant to be: a one-arrow room clear.

The weapon

Sacred Flame (intrinsic): "Hipfiring this weapon fires multiple tracking projectiles. Targets marked by these projectiles explode upon death, or when struck by another Sacred Flame's explosion."

Causality Arrows (trait): "Arrows fired while aiming down sights cause Sacred Flames to instantly detonate. Precision hits with perfectly drawn arrows increase the power of this detonation."

Catalyst — Causality Quiver: "Perfectly drawn arrows that detonate Sacred Flames increase arrow damage. Striking targets unaffected by Sacred Flame instead refreshes Causality Arrows' duration."

What it does in practice: hip-fire = seed, ADS perfect-draw = detonate. Hip shots fling several auto-tracking projectiles that stick Sacred Flame marks on everything nearby. A perfectly-drawn ADS arrow then instantly blows every mark in line, and — the keystone — a marked target dying detonates and that detonation marks and explodes the next target. The catalyst stacks arrow damage every time you land the perfect-draw detonator, and refreshes the window when you strike an unmarked target, so the loop never goes cold. The whole weapon is a two-button rhythm: spray-mark, then one aimed shot to chain the room.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch/ignite verbs are the glue between Ticuu's explosions; a Solar weapon means every Ember procs off the bow.
SuperGolden Gun: MarksmanOn-theme single-target delete for the priority or Champion the chain can't finish; precision-Super synergy with the bow's playstyle.
Class abilityMarksman's DodgeReloads the bow mid-chain (bows empty fast) and repositions between seed-and-detonate cycles.
MovementTriple JumpExtra aerial control to reposition down fresh lanes for the next ADS detonator shot.
MeleeProximity Explosive KnifeCaliban's fuel — its explosion scorches and ignites, seeding ignitions the bow then chains off.
GrenadeTripmine GrenadeSticky ignition primer; pre-scorches a doorway so the first arrow already has ignition mass to chain.
Aspect 1Gunpowder GambleThe chain makes kills in bulk, which charge a thrown Solar explosive — shoot it for a free ignition into the next pack.
Aspect 2On Your MarkClass-ability and precision hits grant a Weapons-stat bonus plus reload to you and allies — perfect-draw precision hits feed it, and the Weapons stat scales the bow's damage.
FragmentsEmber of Ashes, Ember of Char, Ember of Eruption, Ember of SearingScorch density + ignition spread + AoE + recharge (see below).
Exotic armourCaliban's Hand (Gauntlets)Proximity Knife scorches on damage and ignites on kill — a second ignition source that detonates Sacred Flames.
WeaponsLe Monarque (Solar exotic bow) + Solar Machine Gun (e.g. Retrofit Escapade)Le Monarque adds Overload stun + poison; the MG is sustained DPS the chain can't provide, and both keep Solar Surge online.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Melee. Weapons maxes the bow's damage and compounds with On Your Mark; Class feeds Marksman's Dodge (the reload pillar) and Searing's class recharge; Melee keeps Caliban's knife — the second fuse — online. Health, Super and Grenade are dump stats: the chain is your add-clear, so survivability comes from killing fast. Archetype lean: a Weapons/Class gunslinger frame that supports the seed-and-detonate loop.

Mods:

Artifact — Queensfoil Censer

The Solar / Radiant / scorch artifact, tailored to a Solar bow whose whole loop is Radiant → scorch → ignite. It turns the bow itself into a Radiant and scorch source so the chain self-fuels, and its ignite-on-stun mod backstops the Champions Ticuu's can't break.

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 (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 (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect 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 Weapon Surge 1eYour 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.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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).