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Solar

Tommy's Matchbook — Burn Notice (Solar Hunter)

Self-scorching add-clear ignition engine
Tommy's Matchbook 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 · 720 RPM · No intrinsic champion

Centerpiece: Tommy's Matchbook (Auto Rifle · Primary · Solar) · Subclass: Solar Gunslinger · Role: Self-scorching add-clear ignition engine Sandbox: 9.7.0 · Updated 2026-07-03

Hold the trigger until the gun catches fire. Tommy's punishes you with a self-burn for sustained fire, so build the entire kit to want that burn: the catalyst turns the overheat into a cure-on-kill, sustained fire stacks scorch on the target, and Solar Gunslinger converts that scorch into ignitions that heal, refund melee, and make Orbs. The only real cost becomes the ammo economy. You never stop holding the trigger.

The weapon

Ignition Trigger (intrinsic): "Sustained fire with this weapon overheats it, increasing damage but burning the user."

Heat of the Moment (catalyst): "While Ignition Trigger is active, final blows with this weapon cure you and sustained fire scorches your target."

The longer you hold the trigger, the more the gun heats — past the overheat threshold it deals more damage but chips your own health. The catalyst flips that liability into the build's core loop: once overheated, final blows cure you (offsetting the self-burn) and sustained fire applies scorch to whatever you're shooting. A 720-RPM Solar auto hosing scorch stacks into a target is exactly the input the Gunslinger ignition economy is built to consume — every scorched target that dies (or tips past the ignition threshold) becomes a Solar detonation the rest of the kit feeds on. Without the catalyst this is a damage gun with a health tax; with it, the gun heals you and seeds ignitions on its own, so the whole ability loadout can be pure payoff instead of scorch-application.

Loadout

SlotPickWhy
SubclassSolar GunslingerThe only subclass whose entire verb set (scorch → ignite) consumes Tommy's catalyst output.
SuperGolden Gun: MarksmanOn-theme priority delete; Knock 'Em Down extends its duration. Swap to Blade Barrage for more ignition spam if you prefer.
Class abilityMarksman's DodgeInstant Tommy reload between overheats — keeps the heat/scorch loop unbroken.
MovementTriple JumpMaximum air control to reposition mid-overheat and keep line of sight on the pack you're cooking.
MeleeLightweight KnifePrecision-kill → On Your Mark stacks + Firesprite fuel; cheap, fast, on-Solar. (Swap to Proximity Knife to claim Caliban's full melee loop — see below.)
GrenadeHealing GrenadeExtra cure layer on top of the catalyst; feeds ability regen on the heal.
Aspect 1On Your MarkClass-ability/precision hits → reload + Weapons-stat bonus — Tommy lands a hose of precision hits, so this stays near-permanent.
Aspect 2Gunpowder GambleDefeating targets charges a Solar explosive → a free ignition you throw on demand; pure synergy with a scorch-spamming primary.
FragmentsChar · Searing · Blistering · Empyrean · WonderTurn Tommy's free scorch into chained ignitions, melee/Firesprite, grenade energy, rolling restoration, and Orbs.
Exotic armourCaliban's Hand (Gauntlets)No auto-rifle damage exotic exists, so the best pick closes Tommy's scorch loop: your scorch drip-feeds melee, ignition final blows fully refund it.
WeaponsSolar Special + heavy MG/RocketSpecial extends the surge/heal theme; heavy is your boss DPS and champion-stun archetype (Tommy stuns nothing).
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class → Melee. On Your Mark adds Weapons stat on top, so a 200 base turns Tommy into a wrecking ball during the overheat window; Health next to comfortably eat the self-burn before the cure lands; Class to keep Marksman's Dodge reloads frequent; Melee rounds out the Caliban's loop.

Archetype lean: Gunner / Powerhouse pieces (Weapons + Super-leaning), letting the heal stack cover the Health you trade toward Weapons.

Mods:

Artifact — Implement of Curiosity

The Solar-leaning artifact: it pays off the exact two currencies Tommy mints for free — Radiant and Scorch — and pours extra Solar damage into the ignition chain.

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 (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Firepower 3eYour grenade final blows create Orbs of Power.
Chest (4/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Solar Resistance 2e fillReduces incoming Solar 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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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: so slot the seasonal artifact's auto-rifle anti-Barrier/Overload mod when the column offers it; or run the stun on your other two weapons.