The burn element. Solar stacks Scorch until things Ignite, then keeps you standing with Radiant and Restoration while the fire spreads. One element, all three classes — this page is the cross-class map; per-class full builds live in the class guides. Built on the Monument baseline, Destiny 2's final content sandbox; these are settled recommendations, not a rotating tier list.
Solar is burn-stacking damage that ignites the room and keeps you alive — apply Scorch until a target detonates, and use Radiant and Restoration to never stop shooting.
Three jobs, run in a loop:
Several pre-9.7.0 assumptions are dead. Treat anything older as suspect:
Scorch is a stacking damage-over-time. You don't aim for kills directly — you aim to pile stacks until the room ignites. Grenades, melees and Solar (Incandescent) weapons all add stacks.
Solar is the self-healing element. Restoration and Cure mean you rarely retreat to regenerate — you hold ground and keep applying burn while the fire patches you back up.
Radiant turns survival into offense. On-demand weapon-damage uptime is why Solar is strong even when the room is empty — the neutral game carries between detonations.
Every Solar build is a sentence built from these words. Learn the verbs and the fragment/aspect text reads itself.
Stacking burn. At 100 Scorch a target Ignites — a big AoE blast that also stuns Unstoppable Champions. The core Solar damage verb.
A timed weapon-damage boost. Against Champions it no longer stuns Barrier — it now adds +10% weapon damage instead, so treat it as a damage buff, not a counter. Usually applied by powered melees or specific fragments.
Heals you over time — and unlike normal regeneration, the healing keeps ticking while you take damage. It out-heals moderate fire but can still be outpaced by heavy damage.
An instant chunk of health, not a heal-over-time. The fast top-up when Restoration isn't already running — often tied to Firesprite pickups or Phoenix Dive.
A small flame pickup spawned by Solar kills/scorch. Grab it for grenade energy (and, with the right fragments, Cure or Restoration). The fuel that closes the loop.
Not a buff but worth flagging: an Ignition stuns Unstoppable Champions, so a scorch loop doubles as anti-Champion tech in Nightfalls without an Unstoppable mod.
Same element, three identities. Each leans on a different verb. The names below are the shape; your two Aspects decide how many fragment slots you get.
The healer / Radiant engine. Well of Radiance plants a healing-and-empowering pool the whole team stands in; Daybreak is the roaming sword super. Signature aspects: Touch of Flame (supercharged Solar grenades) and Heat Rises (aerial play, feeds the loop while airborne).
Identity is the Rift — most Dawnblade builds spend and refund class-ability energy to keep Restoration and Radiant blanketing the fireteam. The reliable support pick.
The slam-and-burn bruiser. Hammer of Sol throws tracking hammers; Burning Maul is a heavy ground-slam super. Signature aspects: Consecration (slide → slam that scorches and ignites) and Roaring Flames (Solar ability kills stack escalating damage).
The Shieldburst aspect (Titan) upgrades Towering and Rally Barricade and lets you detonate them. The bread-and-butter playstyle is the Consecration slam loop: melee, slide, slam, ignite, repeat.
The precision DPS class. Golden Gun is the iconic single-target nuke; Blade Barrage throws a fan of explosive knives. Signature aspects: Knock 'Em Down (enhances your Solar Supers: longer Marksman Golden Gun, tougher Deadshot, more Blade Barrage knives) and the Crackshot 4th Aspect.
The DPS hook is Celestial Nighthawk (Golden Gun becomes one massive shot) and the Still Hunt exotic Sniper that grants a Golden-Gun-style burst — together a premier boss-damage package. Leans hard on Radiant.
Solar fragments are all Embers. Your two equipped Aspects set how many fragment slots you get, and many Embers carry a stat bonus or penalty — so picking fragments is also picking stats. Below are the staples.
A Solar build is never carried by the exotic alone — the loop only closes when stats, mods and fragments push the same way. The full stat math lives in Armor 3.0 and the wiring walkthrough in Buildcrafting; here's the Solar-specific shape.
Set armor mods before tuning stats — a lot of the loop lives here:
Translate the loop into the 9.7.0 stat system:
A starter Solar build for each class — super → aspects → fragments → exotic → armor archetype → weapons. Full versions live in each class guide.
The builds above are starters, not the only answers. A few class exotics define their own Solar loops — pick by what the activity needs.
Sunbracers — a Solar melee kill grants several seconds of free, rapid grenades; the classic nade-spam engine. Phoenix Protocol for Well uptime; Rain of Fire for fusion-rifle Radiant play. Pick Speaker's Sight when the team needs healing, Sunbracers when you want to be the damage.
Loreley Splendor — casting your Barricade, or going critically wounded with full class energy, drops a Sunspot (needs a Solar Super) that pumps Restoration; a near-unkillable solo helmet. Synthoceps for melee-slam damage; Hazardous Propulsion for rocket burst. Pyrogale leans Super, Loreley leans survival.
Star-Eater Scales — feed orbs to overcharge your Super for a bigger Golden Gun / Blade Barrage. Gunpowder Gamble synergy via aspects. Nighthawk for one-shot burst, Star-Eaters for raw super ceiling.
Every Solar build, stripped to its skeleton, is the same four-beat cycle. Apply burn, detonate, harvest the fuel, stay buffed, repeat. The diagram is the whole element on one page.
No paywall, no login. If a guide saved you a wipe, the videos and the people who watch them are what keep this site going.