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Solar

Xenophage — Pyroclasm (Hunter)

Precision heavy DPS + Unstoppable-stun + ignition spreader
✓ Manifest Solar · Heavy · 120 RPM · No intrinsic champion

Weapon: Xenophage (Machine Gun · Heavy · Solar) · Subclass: Gunslinger · Role: Precision heavy DPS + Unstoppable-stun + ignition spreader Sandbox: 9.7.0 · Created 2026-06-16

A Solar machine gun that fires explosive precision rounds, intrinsically stuns Unstoppable Champions, and — with its catalyst — detonates a Solar explosion on every kill while stacking Rampage 3×. Build a Gunslinger that turns those detonations into ignitions: scorch feeds the explosions, the explosions feed scorch, and the whole thing recharges your dodge and Golden Gun off the same trigger pull. Point at the orange health bar, hold down the trigger, watch the room ignite.

The weapon

Exotic perk — Pyrotoxin Rounds: "Fires high-powered explosive ammunition."

Catalyst — Chain Reaction: "Each final blow with this weapon creates an elemental damage explosion." / Rampage: "Kills with this weapon temporarily grant increased damage. Stacks 3x."

What it does: Xenophage fires a slow, hard-hitting explosive round that does full damage on body and precision hits (the explosion negates the usual precision multiplier penalty), so it's forgiving DPS that still rewards aim. Its rounds over-penetrate and the explosion has a small AoE — it punches through a line of adds and chunks majors/minibosses. The catalyst layers a Solar elemental explosion on every kill (the "Chain Reaction" AoE) and a stacking Rampage buff (up to 3×) that ramps its own sustained damage. Because the explosion is Solar, it interacts with the entire Solar verb stack — scorch and ignition — which is the whole reason to run it on a Solar subclass.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Solar weapon → Solar subclass: scorch/ignition synergy with Chain Reaction, and the dodge/Super economy keys off Solar kills.
SuperGolden Gun: MarksmanStays on-theme; precision shots make Orbs (fuels Star-Eater) and over-penetrate. Knock 'Em Down extends its duration.
Class abilityGambler's DodgeRefunds melee for the Radiant loop; reposition between Xenophage bursts.
MeleeKnife Trick (or Lightweight Knife)Precision-knife kills → Radiant (Ember of Torches); scorch from the throw.
GrenadeIncendiary GrenadeDirect scorch application — seeds ignitions that Chain Reaction then chains.
Aspect 1On Your MarkClass-ability/precision hits stack reload + Weapons stat ×10 — direct PvE weapon-damage boost on Xenophage's precision rounds.
Aspect 2Gunpowder GambleKills charge a Solar explosive you throw for a guaranteed ignition; the explosive's detonation is one more scorch/ignition source feeding the loop.
Fragments

Exotic armour — Star-Eater Scales (Leg Armor)

Feast of Light: "You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield."

Why Star-Eater over Celestial Nighthawk: this is a weapon build, not a Super build. Celestial converts Golden Gun into one big shot — great, but it makes the Super the centerpiece and does nothing for Xenophage. Star-Eater instead pays you for the Orbs your weapon already generates (On Your Mark precision hits, Marksman Golden Gun precision hits, masterworked gear on kills) and turns your Super into a panic burst of healing + overshield + bonus damage you cast between heavy DPS windows. The weapon stays the star; the Super becomes survivability and a free overcharged finisher when the room gets dense.

The other two weapon slots

Both non-heavy slots exist to (a) feed Orbs → Star-Eater, (b) keep On Your Mark at 10×, and (c) clear chaff so you can dump Xenophage into the priority target.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Super 100+ → Class. Weapons maxes Xenophage's PvE damage and stacks with On Your Mark/Rampage/Radiant; Super feeds Star-Eater's overcharge economy and Knock 'Em Down; Class keeps Gambler's Dodge (and the melee refund) charged. Health is the dump stat — Star-Eater's overshield + Restoration carry survivability.

Archetypes/mods:

Set bonuses are garnish, never a driver. If your rolls already carry the stats, a Solar-flavoured 4pc (orb-on-kill or weapon-damage-on-orb) is on-theme — slot it only after the stats above are met.

Where it shines