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Solar

Witherhoard — The Tax Collector (Hunter)

Area-denial + persistent DoT carpet; ignite-engine support DPS
✓ Manifest Kinetic · Special · 90 RPM · No intrinsic champion

Weapon: Witherhoard (Grenade Launcher · Special · Kinetic) · Subclass: Solar Gunslinger · Role: Area-denial + persistent DoT carpet; ignite-engine support DPS Sandbox: 9.7.0 · Created 2026-06-16

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." Holster-reload (Silent Alarm) means you fire one shot, swap, and the gun is loaded again before you need it. Solar Hunter wraps the kinetic DoT in scorch and ignitions so the tax compounds.

The weapon

Primeval's Torment (intrinsic, verbatim): "Projectiles fired by this weapon blight the target or nearby area on impact." Break the Bank (verbatim manifest perk): "Blighted targets take damage over time and blight the nearby area on death." Catalyst — Silent Alarm (verbatim): "Increases handling. Holstering this weapon automatically reloads it after a short period of time."

What it actually does: every shot leaves a blight pool (direct hit) or lingers on the ground (near-miss/impact) applying continuous DoT to anything standing in it. Blighted targets that die re-blight the area — so a packed lane chain-spreads the pool for free. It's a Special-ammo Kinetic GL: no element to ride for surges, 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 → auto-reload means the standard one-shot-then-swap playstyle never costs you a manual reload.

Loadout

SlotPickWhy
SubclassSolar — GunslingerScorch/ignite layers a second DoT on top of the blight, and the kit pays for ability spam off kills the blight sets up.
SuperGolden Gun: MarksmanOn-theme single-target deletion for whatever the DoT softened but didn't finish; Marksman frame so each shot counts.
Class abilityMarksman's DodgeInstant reload of the other weapon mid-fight; pairs with Silent Alarm so nothing is ever empty.
MeleeProximity KnifeCaliban's turns it into a scorch/ignite bomb — the build's primary ability damage.
GrenadeTripmine GrenadeScorch + a second area-denial trap that stacks with the blight pool at a chokepoint.
Aspect 1Gunpowder Gamble"Defeat targets to charge up an improvised [Solar] explosive." The blight does the killing → free ignite-grenade on demand.
Aspect 2On Your MarkClass-ability/precision hits grant reload + Weapons stat ×10 to you and allies — flat PvE damage on top of every gun you swap to.
FragmentsEmber of Searing (scorch kill → melee energy + Firesprite), Ember of Singeing (scorch → faster class ability), Ember of Char (ignitions spread scorch), Ember of Ashes (more scorch per hit → faster ignites)Self-feeding scorch→ignite→ability loop; Searing + Singeing rebuild Proximity Knife and Dodge off the kills the blight earns.
Exotic armourCaliban's Hand (Gauntlets)"Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow."
Weapon 2 (Energy)A Strand/Solar primary — ideally one with anti-Barrier or Overload archetype (Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload)Covers a champion type Witherhoard can't; clears trash so Gunpowder Gamble charges.
Weapon 3 (Heavy)A Machine Gun or LFR of the missing champion archetypeBoss/champion DPS and the second half of champion coverage.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Class 100+ → Grenade/Melee split. Weapons maxes the DoT's contribution and stacks with On Your Mark; Class feeds Marksman's Dodge (reload + On Your Mark trigger); Grenade/Melee keep Tripmine + Proximity Knife cycling. Health is the dump stat — scorch/Firesprite/Gunpowder ignitions provide enough add-clear breathing room.

Archetypes: Gunner/Specialist pieces favouring Weapons + Class. Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Ashes to Assets 3eGain bonus Super energy on grenade kills.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Kinetic Siphon 1eRapid Kinetic weapon final blows create an Orb of Power.
Arms (4/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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.
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).