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."
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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Scorch/ignite verbs are the glue between Ticuu's explosions; a Solar weapon means every Ember procs off the bow.
Super
Golden Gun: Marksman
On-theme single-target delete for the priority or Champion the chain can't finish; precision-Super synergy with the bow's playstyle.
Class ability
Marksman's Dodge
Reloads the bow mid-chain (bows empty fast) and repositions between seed-and-detonate cycles.
Movement
Triple Jump
Extra aerial control to reposition down fresh lanes for the next ADS detonator shot.
Melee
Proximity Explosive Knife
Caliban's fuel — its explosion scorches and ignites, seeding ignitions the bow then chains off.
Grenade
Tripmine Grenade
Sticky ignition primer; pre-scorches a doorway so the first arrow already has ignition mass to chain.
Aspect 1
Gunpowder Gamble
The chain makes kills in bulk, which charge a thrown Solar explosive — shoot it for a free ignition into the next pack.
Aspect 2
On Your Mark
Class-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.
Fragments
Ember of Ashes, Ember of Char, Ember of Eruption, Ember of Searing
Scorch density + ignition spread + AoE + recharge (see below).
Exotic armour
Caliban's Hand (Gauntlets)
Proximity Knife scorches on damage and ignites on kill — a second ignition source that detonates Sacred Flames.
Weapons
Le 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
Ember of Ashesmore scorch stacks per hit, so ignitions trigger sooner and the chain hits harder
Ember of Charignitions spread scorch, so every Sacred Flame detonation re-scorches survivors and extends the chain
Ember of Eruptionlarger ignition AoE, so each link reaches more targets
Ember of Searingscorched-target kills grant melee energy and a Firesprite, recharging the Caliban's knife the chain depends on
Why it works (the mechanics)
Ticuu's is two guns: a seeder and a detonator. Hip-fire sprays auto-tracking marks across a pack with near-zero aim demand; one ADS perfect-draw arrow (Causality Arrows) instantly blows every mark, and the chain takes over — marked deaths detonate, detonations mark neighbours. You provide one accurate shot; the bow provides the room clear.
Solar's scorch→ignite verb is the chain's accelerant. Every Sacred Flame explosion lands on a Solar subclass, so Ember of Char makes those detonations spread scorch, scorch stacks (boosted by Ember of Ashes) tip into ignitions, and ignitions are big AoE Solar bursts (Ember of Eruption) that kill more marked targets — which detonate again. Two explosion systems, Sacred Flame plus ignition, feed each other.
Caliban's Hand is a second fuse. Proximity Explosive Knife scorches on damage and ignites on kill — throw it into a marked cluster and the ignition detonates Sacred Flames just like the arrow does. Now you have two ways to light the chain, and Ember of Searing refunds the knife off the scorched kills the chain produces, so it is nearly always charged.
On Your Mark double-pays the bow. Perfect-draw precision hits (your detonator shots are precision by design) grant On Your Mark, which adds a Weapons-stat bonus that scales Ticuu's own damage, plus reload that keeps the fast-emptying magazine fed. Landing the shot that triggers the chain also buffs the next chain.
Gunpowder Gamble launders the chain's kills into a free ignition. The chain racks kills in bulk, which charges the Gamble; throw and shoot it for a guaranteed ignition into the next room, pre-seeding the cascade before the first arrow.
Marksman's Dodge is the reload pillar. Bows hold little ammo and Ticuu's wants to spray-then-detonate; dodge reloads on demand between cycles and repositions you to line up the next ADS detonator down a fresh lane.
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:
Boots: Solar Weapon Surge ×2 (straight damage onto the bow) · Bow Scavenger.
Arms: Bow Loader · Melee Font (feeds the Melee stat and the knife).
Chest: triple Resist (chain-clearing means standing in the open — flat DR).
Class item: Powerful Attraction (dodge vacuums orbs) · Bomber (Super on dodge).
Surge: Solar Weapon Surge (matches the bow's element).
Anti-Champion: covered off-weapon — see Champion coverage below.
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.
Fever And Chill grants Radiant on rapid hits with the Solar bow — the loop's opener that unlocks the scorch-on-hit behaviour.
Kindling Trigger makes the Solar bow apply Scorch while Radiant, seeding every ignition the chain feeds on.
Revitalizing Blast ignites a stunned Champion and clears shield-stun — a direct Solar Champion backstop for a weapon with no intrinsic stun.
Unraveling Orbs pays off the orb economy from Powerful Attraction and the chain's kills.
Anti-Champion Nosecone adds extra Champion damage if you swap the heavy to a Rocket — extending coverage.
Rays of Precision ignites on Solar precision final blows while Radiant, so your perfect-draw detonator becomes a third ignition source.
Solo Operative stacks weapon damage on precision final blows — rewarding the bow's precision detonator shots.
Where it shines
Add-dense PvE: GM/Nightfall hallways, Onslaught, seasonal-activity hordes, Lost Sectors. Anywhere targets clump, one seed-and-detonate cycle clears the room and the chain pays its own ammo back through Gamble, Searing and orb mods.
Sustained horde control — the two explosion systems (Sacred Flame + ignition) keep re-lighting each other, so a single arrow can cascade across a whole spawn.
Weak spot: single tough targets — that is what Golden Gun, the Solar MG and Le Monarque's poison are for.
Champion coverage: Ticuu's Divination carries no intrinsic Champion stun (weapon_facts.json lists champion: null). Cover Champions off-weapon: Le Monarque is a Solar bow strong against Overload; Revitalizing Blast / Anti-Champion Nosecone from the artifact backstop the rest; bring a Barrier or Unstoppable frame on the heavy for the remainder.
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 (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
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 Surge1e
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.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper1efill
Shortly 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).