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[S22] Solar Ignition Build

Solar Titan

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Added
27 Aug 2023 (Season of the Witch - S22)

Build Information

Quick Look
Exotic armor
Exotic weapon
Ability
Aspect
Fragment
Helmet armor mod
Arms armor mod
Chest armor mod
Leg armor mod
Class item armor mod
General armor mod
Artifice armor mod
Artifact perk
Exotic
  • Pyrogale Gauntlets

    Gauntlets

Weapons
  • Sunshot

    Hand Cannon

Abilities
  • Healing Grenade

    A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.

  • Rally Barricade

    Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.

  • Burning Maul

    Summon a flaming maul and crush targets with the force of an earthquake. [Light Attack] : Spin the maul in a circle around you, damaging nearby targets. [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.

  • Throwing Hammer

    Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.

Aspects
  • Roaring Flames

    Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.

  • Sol Invictus

    Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.

Fragments
  • Ember of Torches

    Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼

  • Ember of Combustion

    Final blows with a Solar Super causes targets to ignite and creates a Firesprite. +10 Strength ▲

  • Ember of Empyrean

    Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼

  • Ember of Solace

    Radiant and restoration effects applied to you have increased duration.

Armor mods

Helmet armor mods

  • Hands-On (x2)

    Gain bonus Super energy on melee kills.

Arms armor mods

  • Heavy Handed

    Your powered melee final blows create Orbs of Power.

  • Impact Induction (x2)

    Causing damage with a melee attack reduces your grenade cooldown.

Chest armor mods

  • Solar Resistance (x2)

    Reduces incoming Solar damage from combatants.

  • Concussive Dampener

    Reduces incoming area-of-effect damage from combatants.

Leg armor mods

  • Innervation

    Reduces grenade cooldown each time you pick up an Orb of Power.

  • Better Already

    Your health begins to regenerate immediately after picking up an Orb of Power.

  • Absolution

    Reduces all ability cooldowns each time you pick up an Orb of Power.

Class item armor mods

  • Distribution

    Reduces all ability cooldowns when using your class ability near targets.

  • Bomber (x2)

    Reduces grenade cooldown when using your class ability.

General armor mods

  • Resilience Mod (x2)

    +10 Resilience ▲

  • Discipline Mod (x3)

    +10 Discipline ▲

Artifice armor mods

  • Strength-Forged

    +3 Strength ▲

Artifact perks
  • Overload Hand Cannon

    Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.

  • Unstoppable Fusion

    Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Fusion Rifles are always overcharged when that modifier is active.

  • Unstoppable Scout Rifle

    Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Scout Rifles are always overcharged when that modifier is active.

  • Anti-Barrier Auto Rifle

    Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.

  • Supernova

    Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.

  • Lightning Strikes Twice

    After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.

  • Thunderous Retort

    Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.

  • Unto the Breach

    Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.

  • Diviner's Discount

    All Scavenger mods are discounted.

  • Authorized Mods: Void

    The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.

  • Authorized Mods: Melee

    The armor energy costs of all armor mods affecting your melee are significantly discounted.

  • Protective Breach

    Picking up a Void Breach gives you an overshield or refreshes your existing overshield.

  • Counter Charge

    Gain a stack of Armor Charge when you stun a Champion.

  • Refreshing Pickups

    Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.

  • Overload Machine Guns

    Uninterrupted fire from your equipped Machine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.

  • Elemental Fury

    While stunned, Champions take bonus damage from your abilities and Elemental Orb damage.

  • Elemental Orbs: Arc

    While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.

  • Elemental Orbs: Solar

    While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.

  • Monochromatic Maestro

    Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.

  • Overload Trace Rifles

    Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.

  • Overload Scout Rifle

    Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout Rifles are always overcharged when the modifier is active.

  • Unstoppable Hand Cannon

    Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons are always overcharged when the modifier is active.

  • Anti-Barrier Auto Rifle

    Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.

Breakdown

Orb generation

Heavy Handed
Your powered melee final blows create Orbs of Power.
Orb pickup

Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.

Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.

Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Ability cooldown

Overload Hand Cannon
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. ...

Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.

Distribution
Reduces all ability cooldowns when using your class ability near targets.

Overload Machine Guns
Uninterrupted fire from your equipped Machine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. ...

Overload Trace Rifles
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. ...

Overload Scout Rifle
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. ...
Grenade cooldown

Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.

Impact Induction
Causing damage with a melee attack reduces your grenade cooldown.

Bomber
Reduces grenade cooldown when using your class ability.

Firesprite
... When picked up, Firesprites grant grenade energy.
Final blows

Lightning Strikes Twice
... Arc final blows extend the duration of this benefit.

Heavy Handed
Your powered melee final blows create Orbs of Power.

Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...

Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...

Ember of Combustion
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. ...

Ember of Empyrean
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. ...

Elemental Orbs: Arc
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. ...

Elemental Orbs: Solar
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. ...
Defeating an enemy

Unto the Breach
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.

Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...

Keywords

Restoration

You regenerate health and shields over time. Cannot be interrupted by taking damage.

Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.

Sol Invictus
...Entering a Sunspot applies restoration.

Ember of Empyrean
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. ...

Ember of Solace
Radiant and restoration effects applied to you have increased duration.
Cure

You are healed in a burst of mending Solar Light.

Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.

Throwing Hammer
...If the hammer struck a target, picking it up grants cure.
Radiant

Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.

Ember of Torches
Powered melee attacks against combatants make you and nearby allies radiant. ...

Ember of Empyrean
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. ...

Ember of Solace
Radiant and restoration effects applied to you have increased duration.
Firesprite

A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.

Ember of Combustion
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. ...
Scorch

The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.

Burning Maul
... [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.

Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.

Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ... Sunspots apply scorch and deal damage to targets inside. ...
Ignition

A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.

Burning Maul
Summon a flaming maul and crush targets with the force of an earthquake. [Light Attack] : Spin the maul in a circle around you, damaging nearby targets. [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.

Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...

Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.

Ember of Combustion
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. ...
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