Firewalker – Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. You are harder to slow or freeze with Stasis, and when you break out, you take no damage from doing so, creating a burst of Solar energy around yourself.
Slug Rifle – This weapon lobs explosive slugs. When you're aiming down sights, the slugs travel fast and straight. When you're firing from the hip, the explosion is larger and applies Scorch to the target.
Adaptive Frame – A well-rounded grip, reliable and sturdy.
Abilities
Hammer of Sol
Super Ability
Summon a flaming hammer and wreak destruction down upon your enemies.
[Light Attack] : Throw your hammer at foes.
Upon impact, your hammers shatter into explosive molten shards.
Solar Grenade
Solar Grenade
Scorch
Ignition
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Throwing Hammer
Solar Melee
Cure
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.
Rally Barricade
Class Ability
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.
Strafe Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with strong directional control.
Aspects
Roaring Flames
Scorch
Ignition
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Restoration
Scorch
Ignition
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
Radiant
-10 Discipline ▼
Powered melee attacks against combatants make you and nearby allies radiant.
Ember of Char
Scorch
Ignition
Your Solar ignitions spread scorch to affected targets.
+10 Discipline ▲
Ember of Empyrean
Restoration
Radiant
-10 Resilience ▼
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Ember of Resolve
Cure
Solar grenade final blows cure you.
Artifact perks
Piercing Bowstring
Bows gain shield-piercing arrows, which bypass combatant defenses.
Strong against Barrier Champions. Additionally, Bows 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.
Void/Strand Siphon Combo
Combines the Void and Strand Siphon mods into one.
Arc/Strand Siphon Combo
Combines the Arc and Strand Siphon mods into one.
Origin Perk Specialization I
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin Traits.
Communal Pickups
When an ally destroys or picks up your Tangle or Elemental Orb, the Tangle cooldown is reduced by 5 seconds and you gain bonus damage with weapons matching your subclass for 10 seconds.
Origin Perk Specialization II
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin Traits are always overcharged when that modifier is active.
Elemental Orbs: Void
While using a Void subclass, Void weapon final blows have a chance to spawn a Void Elemental Orb. Void Orbs can be thrown to create a Void explosion that makes enemies it damages volatile.
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.
Elemental Embrace
Subclass elemental buffs grant you bonus recovery and damage resistance against combatant attacks of the matching element type.
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.
Breakdown
Final blows
The Path of Burning Steps
Firewalker – Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. ...
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 Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Ember of Resolve
Solar grenade final blows cure you.
Elemental Orbs: Void
While using a Void subclass, Void weapon final blows have a chance to spawn a Void 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
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.
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.
Cure
You are healed in a burst of mending Solar Light.
Ember of Resolve
Solar grenade final blows cure you.
Throwing Hammer
...If the hammer struck a target, picking it up grants cure.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
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 Char
Your Solar ignitions spread scorch to affected targets. ...
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.
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
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. ...
Ember of Char
Your Solar ignitions spread scorch to affected targets. ...
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.