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Solar

Witherhoard — The Tax Collector (Solar Hunter)

Area-denial + persistent DoT carpet; ignite-engine support DPS
Witherhoard 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 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

SlotPickWhy
SubclassSolar — GunslingerScorch/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.
SuperGolden Gun: MarksmanOn-theme single-target deletion for whatever the DoT softened but did not finish; Marksman frame so each precision shot counts.
Class abilityMarksman's DodgeInstant-reloads your other weapon mid-fight and triggers On Your Mark; pairs with Silent Alarm so nothing is ever empty.
MovementTriple JumpMaximum air control to reposition over your own blight carpet and hold sightlines on the chokepoint you tagged.
MeleeProximity KnifeCaliban's Hand turns it into a scorch/ignite bomb — the build's primary ability damage.
GrenadeTripmine GrenadeScorch plus 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] Solar explosive." The blight does the killing, so you get a free ignite-grenade on demand.
Aspect 2On Your MarkClass-ability activation and precision hits grant reload speed + Weapons stat to you and allies — flat PvE damage on every gun you swap to.
FragmentsEmber of Searing · Ember of Singeing · Ember of Char · Ember of AshesSelf-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." Also deals bonus damage to Witherhoard-blighted targets.
WeaponsEnergy: a Strand/Solar primary of an anti-Barrier or Overload archetype · Heavy: a Machine Gun or LFR of the missing champion archetypeCover the champion types Witherhoard cannot, clear trash so Gunpowder Gamble charges, and provide the real boss DPS the blight pool primes.
Fragments

Why it works (the mechanics)

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:

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):

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 (4/10)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.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly 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).