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 Kinetic · Special · 90 RPM · No intrinsic champion
Centerpiece: Witherhoard (Grenade Launcher · Special · Kinetic) · Subclass: Solar Gunslinger · Role: Area-denial + persistent DoT carpet; ignite-engine support DPS Sandbox: 9.7.0 · Updated 2026-07-03
Witherhoard never stops billing. One trigger pull paints a target — or a doorway — and the blight keeps draining health while you do something else entirely. The whole build is "let the gun tax the room while I charge a Gunpowder Gamble and throw a knife." Fire one shot, swap, and the catalyst has it loaded again before you need it. Solar Hunter wraps the Kinetic blight in scorch and ignitions so the tax compounds.
The weapon
Primeval's Torment (intrinsic): "Projectiles fired by this weapon blight the target or nearby area on impact."
Break the Bank (perk): "Blighted targets take damage over time and blight the nearby area on death."
Catalyst — Silent Alarm: "Increases handling. Holstering this weapon automatically reloads it after a short period of time."
Every shot leaves a blight pool on a direct hit or lingers on the ground on a near-miss, applying continuous damage-over-time to anything standing in it. Blighted targets that die re-blight the area, so a packed lane chain-spreads the pool for free. It is a Special-ammo Kinetic grenade launcher: no element to ride for surges and no intrinsic champion stun, but the DoT ticks through overshields and ignores ammo economy because you only fire once or twice per engagement. Silent Alarm is the load-bearing catalyst — holster to auto-reload means the one-shot-then-swap playstyle never costs you a manual reload, so your hands and both other weapon slots stay free for the Solar ability loop.
Loadout
Slot
Pick
Why
Subclass
Solar — Gunslinger
Scorch/ignite layers a second DoT on top of the Kinetic blight, and the kit pays for ability spam off the kills the blight sets up.
Super
Golden Gun: Marksman
On-theme single-target deletion for whatever the DoT softened but did not finish; Marksman frame so each precision shot counts.
Class ability
Marksman's Dodge
Instant-reloads your other weapon mid-fight and triggers On Your Mark; pairs with Silent Alarm so nothing is ever empty.
Movement
Triple Jump
Maximum air control to reposition over your own blight carpet and hold sightlines on the chokepoint you tagged.
Melee
Proximity Knife
Caliban's Hand turns it into a scorch/ignite bomb — the build's primary ability damage.
Grenade
Tripmine Grenade
Scorch plus a second area-denial trap that stacks with the blight pool at a chokepoint.
Aspect 1
Gunpowder Gamble
"Defeat targets to charge up an improvised [Solar] Solar explosive." The blight does the killing, so you get a free ignite-grenade on demand.
Aspect 2
On Your Mark
Class-ability activation and precision hits grant reload speed + Weapons stat to you and allies — flat PvE damage on every gun you swap to.
Fragments
Ember of Searing · Ember of Singeing · Ember of Char · Ember of Ashes
Self-feeding scorch → ignite → ability loop; Searing + Singeing rebuild Proximity Knife and Dodge off the kills the blight earns.
Exotic armour
Caliban's Hand (Gauntlets)
"Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow." Also deals bonus damage to Witherhoard-blighted targets.
Weapons
Energy: a Strand/Solar primary of an anti-Barrier or Overload archetype · Heavy: a Machine Gun or LFR of the missing champion archetype
Cover the champion types Witherhoard cannot, clear trash so Gunpowder Gamble charges, and provide the real boss DPS the blight pool primes.
Fragments
Ember of Searingscorch kill → melee energy + Firesprite
Ember of Singeingscorch → faster class ability
Ember of Charignitions spread scorch
Ember of Ashesmore scorch per hit → faster ignites
Why it works (the mechanics)
The gun is fire-and-forget; the player is the ability engine. Witherhoard wants exactly one input per engagement: shoot, then look away. That frees your attention, your other two weapon slots and your whole ability kit for the Solar loop. Most exotic-weapon builds fight the gun for uptime; this one delegates the killing to the DoT.
Two stacking DoTs, two damage types. Blight (Kinetic DoT) ticks through shields and overshields; scorch and ignition (Solar) layer on top via the Caliban's knife and Tripmine. A blighted, scorched target takes two independent damage-over-time streams you paid for once each — and ignitions spread more scorch (Ember of Char), widening both fields.
Break the Bank turns a pack into a chain reaction. Blighted targets that die re-blight the area. Tag the front of a lane, let it kill, and the pool walks itself backward through the spawn — pure area denial that costs no further ammo.
Gunpowder Gamble is fuelled by the blight. It charges off defeating targets, and the blight is doing the defeating in the background. The gun you are not even looking at is loading a free Solar explosive you throw for an instant ignite — the cleanest weapon-feeds-ability loop on Hunter.
Silent Alarm + Marksman's Dodge = zero reload downtime. Fire Witherhoard once, swap to your primary, and Witherhoard auto-reloads on holster while the dodge instant-reloads the primary. You are never caught reloading either weapon, which is the whole point of a one-tap-then-swap DoT weapon.
On Your Mark double-dips the 9.7.0 Weapons stat. Precision hits with your primary stack On Your Mark up to ten times, raising the Weapons stat for you and nearby allies — which lifts PvE damage on every weapon, including the next Witherhoard shot and your Heavy.
Stats & mods
Weapons 200 → Class → Grenade. Weapons maxes the DoT's contribution and stacks with On Your Mark; Class feeds Marksman's Dodge (reload + the On Your Mark trigger); Grenade keeps Tripmine cycling with Melee close behind for Proximity Knife. Health is the dump stat — scorch, Firesprites and Gunpowder ignitions provide enough add-clear breathing room. Lean Gunner/Specialist archetype pieces favouring Weapons + Class.
Mods:
Boots: Surge ×2 matching your DPS Heavy's element (Witherhoard is Kinetic, so no surge helps it directly) · Orbs of Restoration.
Arms: Grenade Font + Melee Font to push ability stats · Momentum Transfer (melee → grenade) feeds Tripmine.
Chest: triple elemental Resistance for the front-line area-denial role.
Surge: match your Heavy DPS weapon's element (never Kinetic-surge Witherhoard — no surge applies).
Anti-Champion: sourced entirely from the weapon archetypes of the Energy + Heavy slots plus the artifact — see Champion coverage.
Artifact — Implement of Curiosity
The Solar/Kinetic-leaning artifact directly amplifies this build's two damage types: it boosts the Kinetic blight, hands the Solar scorch loop free Radiant and damage amps, and turns sustained micro-missile fire into Unstoppable stuns — covering the one champion Witherhoard cannot.
Picks (2/3/2):
Tier 1: Fever and Chill · Semi-Auto Striker
Tier 2: Cauterized Darkness · That Fresh Bullets Smell · Energy Acceleration
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant on rapid Solar precision hits — a free damage buff feeding the scorch layer and every gun you swap to.
Semi-Auto Striker generates Armor Charge from precision shots with Bows/Snipers/Scouts, the Armor-Charge economy the mod loadout pays off.
Cauterized Darkness makes debuffed non-boss combatants take increased Solar damage — amping every ignition the build lands.
That Fresh Bullets Smell buffs Kinetic weapons on ammo-brick pickup, directly raising Witherhoard's blight damage.
Energy Acceleration turns sustained micro-missile damage into a Kinetic shockwave that stuns Unstoppable — the missing champion type.
Radiant Shrapnel makes defeating scorched targets release scorch-on-impact projectiles, paying off and re-feeding the core scorch verb.
Elemental Overdrive grants matching-element damage from elemental pickups and Tangles, fuelling the Solar ignition layer.
Where it shines
Area denial / lockdown: GMs, Nightfalls, dungeon chokepoints, defend/hold objectives and Onslaught lanes — anywhere a doorway needs to stay deadly while you face elsewhere. Blight ticks through Barrier overshields and tanky-major health bars without spending ammo.
Boss/champion DPS as a primer: a Witherhoard pool stacked on a boss is free chip damage running the entire phase underneath your real DPS weapon.
Champion coverage: Witherhoard stuns nothing intrinsically (Kinetic GL, no shield-pierce/stagger). Unstoppable is covered by the artifact's Energy Acceleration (micro-missile shockwave). You must still source Barrier and Overload from the archetypes of your Energy + Heavy weapons (e.g. Precision/Adaptive → Barrier, Lightweight/Rapid-Fire → Overload). Gunpowder ignitions and Tripmine soften but do not stun.
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 (4/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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).