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Solar

Tommy's Matchbook — Burn Notice (Hunter)

Self-scorching add-clear ignition engine
✓ Manifest Solar · Primary · 720 RPM · No intrinsic champion

Weapon: Tommy's Matchbook (Auto Rifle · Primary · Solar) · Subclass: Solar Gunslinger · Role: Self-scorching add-clear ignition engine Sandbox: 9.7.0 · Created 2026-06-16

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 downside becomes the ammo economy. You never stop holding the trigger.

The weapon

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

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

What it does: 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 360-RPM Solar auto dumping scorch stacks into a target is exactly the input the Gunslinger ignition economy is built to consume. Without the catalyst this is a damage gun with a health tax; with it, the gun heals you and seeds ignitions on its own.

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.
MeleeLightweight KnifePrecision-kill → On Your Mark stacks + Firesprite fuel; cheap, fast, on-Solar.
GrenadeHealing GrenadeExtra cure layer on top of the catalyst; Ember of Benevolence fuel.
Aspect 1On Your MarkClass-ability/precision hits → reload + Weapons stat ×10 (9.7.0) — Tommy lands a hose of precision hits, so this is near-permanent.
Aspect 2Gunpowder GambleDefeating targets charges a Solar explosive → a free ignition you throw on demand; pure synergy with a scorch-spamming primary.
Fragments (5)

Exotic armour — Caliban's Hand (Gauntlets)

Roast 'Em (verbatim): "Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow." Plus: "After throwing a Proximity Knife, you gain increased melee regeneration until the knife explodes. Gain a small amount of melee energy when your Scorch damages a target, and Ignition final blows fully refund melee energy and can overflow into an additional knife charge."

Why this is the weapon-centric pick, not the obvious "Lucky Pants for autos": there is no auto-rifle damage exotic, so the best armour is the one that closes Tommy's scorch loop. Caliban's grants melee energy whenever your scorch damages a target — and Tommy, post-catalyst, is a scorch firehose. So just holding the trigger drip-feeds melee charge, Ignition final blows fully refund the melee, and the refund can overflow an extra knife charge. (Use Proximity Knife as the equipped melee to claim the full Caliban's package; Lightweight Knife is the swap if you'd rather feed On Your Mark with precision throws.) The result: Tommy scorches → free melee → knife ignites → ignition refunds the melee → repeat.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class → Melee. On Your Mark already adds Weapons stat on top, so a 200 base turns Tommy into a wrecking ball during the overheat window; Health 100+ 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.

Archetypes: Gunner / Powerhouse pieces (Weapons + Super-leaning). Mods:

Set bonuses are garnish, never the driver. If your rolls already carry the stats, a Solar-scorch-flavoured 4pc is fine — slot it last.

Where it shines

Champion coverage — flag this: Tommy's Matchbook is a 360-RPM auto rifle. Under Anti-Champion 2.0, the Rapid-Fire / 360-RPM auto archetype does not carry an intrinsic champion stun, and Ignition Trigger grants no bespoke stun. Tommy handles no champion type by itself. Cover champions elsewhere:

Other two weapon slots (complement + cover champions):

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
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).