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 (empowered finisher/super synergy) 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 — Shieldburst/Barricade or low-health triggers a Sunspot 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.
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