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Solar

Whirling Ovation — Standing Ovation (Solar Hunter)

Charge-and-release Heavy boss deleter — one Radiant-amped Solar rocket, then back to knives
Whirling Ovation on light.gg
✓ Manifest Strand · Heavy · 12 RPM · No intrinsic champion

Centerpiece: Whirling Ovation (Rocket Launcher · Heavy · Strand) · Subclass: Gunslinger (Solar) · Role: Charge-and-release Heavy boss deleter — one Radiant-amped Solar rocket, then back to knives Sandbox: 9.7.0 · Updated 2026-07-03

A Heavy rocket you hold and charge — Strand-bodied, but it spits a delayed Solar payload that "massively increases" its damage when charged, and the catalyst adds over-penetration plus a scorching field. Its intrinsic also carries a Barrier tag, so the gun can double as your champion answer. The whole build exists to make that one charged shot land as big as the game allows: draw it fresh for the Sealed Ahamkara empowering buff, be Radiant when you release, and surge the Solar detonation on top. One trigger pull, then back to knives.

The weapon

Coronal Culmination (intrinsic): "[Shoot] : Hold to charge; release to fire. Charged projectiles have a delayed Solar payload."

Coronal Culmination (intrinsic perks): "This weapon can be charged with Solar energy to massively increase its damage." · "[Shield-Piercing] Barrier:"

Whirling Ovation Catalyst — Filled Determination: "Fully charged shots over-penetrate weaker combatants and cause a delayed Solar detonation with a brief scorching field."

What it does: this is a 12-RPM, 5-round Heavy Rocket Launcher with a 5000 ms charge time. You hold the trigger to charge, then release a single projectile that plants a delayed Solar payload — a charged release is the difference between a normal rocket and a "massively increased damage" one. The catalyst turns that charged shot into a piercing line-clearer that leaves a Solar scorching field, which matters because Scorch is the Solar verb the rest of the build feeds on. The body is Strand, but you do not build for Strand — every payoff word ("Solar payload", "charged with Solar energy", "Solar detonation", "scorching field") is Solar, so the subclass is Solar. The intrinsic also carries a [Shield-Piercing] Barrier tag, so a charged shot can stun Barrier champions without an archetype.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant is the empowering buff that lands on the charged rocket; Scorch from the catalyst feeds the Solar fragment loop.
SuperGolden Gun: MarksmanOn-theme single-target burst for when the rocket is on cooldown; enhanced by Knock 'Em Down.
Class abilityMarksman's DodgeReloads on dodge — re-tops the 5-round RL and repositions between charges.
MovementTriple JumpSustained air control to reposition around a boss during the long charge-hold window.
MeleeLightweight KnifePrecision knife kills feed the Radiant/melee loop and power Golden Gun; the engine that arms every charged shot.
GrenadeHealing GrenadeCure + Restoration sustain — the gun is the damage, the grenade keeps you alive while you hold a 5 s charge.
Aspect 1Knock 'Em DownWhile Radiant, throwing-knife final blows refund melee energy — keeps Radiant self-perpetuating; also improves Golden Gun.
Aspect 2On Your MarkPrecision hits / class-ability use grant stacking Weapons-stat and reload to you and allies — flat weapon damage separate from the empowering buff.
FragmentsTorches · Empyrean · Ashes · SearingRadiant source + Radiant extension + thicker Scorch + Scorch-kill melee/Firesprite return — the closed Solar economy.
Exotic armourSealed Ahamkara Grasps (Gauntlets)Fresh-draw empowering buff lands on the charged rocket; gaining Nightmare Fuel refills the stowed RL from reserves.
WeaponsPrecision primary + Aggressive/High-Impact specialPrimary builds On Your Mark stacks (Overload by frame); special covers Unstoppable — the two champion types the rocket doesn't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. Weapons maxed because every point is weapon damage that lands on the charged shot (and On Your Mark adds more of the same category on top); Class for dodge-reload uptime; Health to survive the exposed charge-hold. Armour archetypes favouring Weapons/Class (Gunner, Powerhouse). Stat tuning: +Weapons / −Health where the rolls allow.

Mods:

Artifact — Queensfoil Censer

The Solar artifact that doubles as a Rocket Launcher kit — it amplifies the exact charged-Solar-rocket loop this build runs (Radiant → Scorch → ignition → Armor Charge → bigger rocket) and reinforces the weapon's champion side.

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 (8/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Strand Resistance 2eReduces incoming Strand damage from combatants.
Strand Resistance 2eReduces incoming Strand damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Legs (3/10)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.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using 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).