+   Fireteam Fieldnotes
DESTINY 2 / 2026 EDITION
Build 10 · Solar Hunter · PvE
Gunslinger / Solo + Group / All-round & DPS

Dodge the danger.
Return the fire.

Reload and heal with one dodge. Keep Radiant through throwing knives and Solar defeats, then line up Still Hunt shots and a Blade Barrage when the opening appears.

WORMHUSK CROWNSTILL HUNT4× LUSTROUS
Radiant Rebound / HUNTER 010
Three golden throwing knives above a curved evasive path

Radiant. Reloaded. Recovering.

Marksman's Dodge · Burning Souls
Blade Barrage · Healing Grenade

Your jobSelf-sustaining Solar combat
SuperBlade Barrage
Exotic armorWormhusk Crown
Exotic weaponStill Hunt
01 /

One dodge, two jobs.

Reload from the dodge. Healing from the helmet.

Marksman's Dodge handles reloads; Wormhusk Crown adds Cure on class ability activation. Rapid Solar final blows build Burning Souls, improving Solar ability damage and dodge healing and extending that healing to nearby allies.

Ember of Torches supplies Radiant through powered melee hits. You keep the reload dodge rather than switching to Acrobat's Dodge for Radiant.

Lustrous turns healing into weapon comfort.

The two-piece bonus improves Solar weapon handling, reload speed, and flinch resistance after healing. The four-piece bonus heals on rapid Solar final blows. Together with Wormhusk, this favors a repeatable recovery-and-fire loop.

Still Hunt charges its own Golden Gun-style shots through precision hits and Orb pickups. Blade Barrage remains your separately equipped class Super.

02 /

Make the recovery part of the rotation.

  1. Light the first target.

    Hit a combatant with Knife Trick to scorch and activate Torches' Radiant. Singeing speeds dodge recharge from scorch. You need a charged knife; a normal unpowered melee is not the same trigger.

  2. Finish and recover the knife.

    Knock 'Em Down refunds the throwing knife on its final blow while you are Radiant. It is a kill condition, not a refund for every hit. Without that kill, wait for recharge rather than expecting Marksman's Dodge to restore melee energy.

  3. Keep Solar defeats rolling.

    Solar final blows extend active Radiant/Restoration through Empyrean and support the rapid-kill conditions of Burning Souls and Cauterize. Use your primary for routine enemies when sniper ammo is scarce.

  4. Dodge toward safety.

    Use Marksman's Dodge to reload and trigger Wormhusk Cure before committing to more fire. Healing activates Lustrous weapon utility. Dodging is a recovery tool, not invulnerability or a permanent Restoration effect.

  5. Charge Still Hunt deliberately.

    Land precision hits and collect safe Orbs. At a full weapon meter, use alternate weapon action to ready its Golden Gun shots. The meter is separate from Blade Barrage; avoid dodging blindly in the middle of its special firing sequence.

  6. Spend burst, then reset.

    Throw Blade Barrage from a clear angle, then return to Still Hunt and the Heavy. Use Healing Grenade when you need Restoration; Empyrean only extends buffs already active. At a boss without adds, plan for expiring buffs and reduced kill-based recovery.

The default Legendary primary is Kinetic, so its kills do not feed the Solar-only set/helmet triggers or Empyrean. Do not waste all Special/Heavy ammo trying to force continuous Solar kill chains in easy content.

03 /

Gunslinger / Radiant without Acrobat's Dodge.

Abilities

Super
Blade BarrageSolar knife volley, enhanced with more projectiles by Knock 'Em Down.
Class
Marksman's DodgeCurrent text: collects nearby ammo boxes and reloads all weapons. Wormhusk supplies the healing; the dodge itself is not the Exotic effect.
Melee
Knife TrickScorching knife fan: accessible Torches and Singeing setup. Knife final blows while Radiant can refund it.
Grenade
Healing GrenadeCure and access to Restoration. This is not a damaging grenade or a reliable Firepower trigger.
Jump
Triple JumpComfortable general-purpose movement; choose your preferred jump if needed.

Knock 'Em Down + On Your Mark

Knock 'Em Down / 2 slots: Enhances Solar Supers, including extra Blade Barrage projectiles. While Radiant, throwing-knife final blows fully refund melee energy.

On Your Mark / 3 slots: Class ability activation or precision hits grant reload speed and Weapons stat to you and nearby allies, stacking up to ten. Final blows at ten stacks Cure you.

Five fragment slots total. Still Hunt precision play suits On Your Mark, but do not assume one dodge instantly grants the maximum stacks; use the current HUD.

01 / Radiant source

Ember of Torches

Powered melee attacks against combatants make you and nearby allies Radiant. -10 Grenade. This is why you can keep the reload dodge.

02 / Dodge recovery

Ember of Singeing

Scorching targets speeds class ability recharge. Knife Trick provides the dependable setup; ordinary Still Hunt hits are not automatically scorch.

03 / Sustain buffs

Ember of Empyrean

Solar weapon/ability final blows extend your active Restoration and Radiant. -10 Health. It does not create Restoration from Wormhusk's instant Cure.

04 / Duration

Ember of Solace

Radiant and Restoration applied to you last longer. Healing Grenade starts Restoration; dodge Cure is a different effect.

05 / Barrage utility

Ember of Beams

Solar Super projectiles gain stronger target acquisition. +10 Super. Helps the Blade Barrage plan; it is not a guaranteed hit or a generic sniper aim bonus.

04 /

The helmet and four Lustrous pieces.

Exotic armor / Helmet

Wormhusk Crown

Burning Souls: Class ability activation grants Cure. Rapid Solar final blows grant stacks that increase Solar ability damage, strengthen dodge healing, and spread the healing to nearby allies.

Use its baseline dodge healing even when no adds are available. Stack-enhanced healing and ability damage require the Solar-kill condition; exact stack values and durations are not assumed.

Exotic weapon / Energy

Still Hunt

Solar Special sniper. Orbs and precision hits charge Cayde's Retribution. At full charge, alternate weapon action enables Golden Gun shots. Its charge does not require changing Blade Barrage to Golden Gun.

Source: Wild Card Exotic quest. The current entry lists optional Lucky Shot: reload after a precision final blow to make precision hits refill a round from reserves. No catalyst is required for this guide's dodge/healing loop.

SlotArmorPurpose
HelmetWormhusk CrownExoticDodge Cure and Burning Souls.
ArmsLustrous GripsLegendary · set piece 1Knife utility and Orb generation.
ChestLustrous VestLegendary · set piece 2Encounter resistance mods.
LegsLustrous StridesLegendary · set piece 3Solar surge, Orb healing, and dodge recovery.
Class itemLustrous CloakLegendary · set piece 4Both set bonuses and dodge-to-Orb utility.

2 pieces / Photogalvanic

Receiving healing temporarily grants Solar weapons increased flinch resistance, handling, and reload speed. Dodge Cure and other healing sources support this weapon-comfort bonus; it is not a direct weapon-damage bonus.

4 pieces / Cauterize

Rapid Solar final blows heal you. This is a separate rapid-kill condition from Wormhusk's baseline dodge Cure. Use actual set-bonus-enabled Lustrous pieces, not just their ornaments.

No Exodus Down charge-healing or charge-damage-resistance bonuses are active here. Armor Charge below powers Solar Weapon Surge only. Lustrous's healing and handling bonuses are not a reason to ignore cover or resistance mods.

Three Legendary recommendations.

Weapon / slotPerk pairRole / source context
Blast Furnace (refreshed)Kinetic · Kinetic slot · Primary pulseKinetic Tremors + Chaos ReshapedUpdated 2026 roll for everyday fire and safer range; source lists Arena Ops. Kinetic kills do not count for Solar-only healing/stack triggers.
Midnight Coup (BRAVE)Kinetic · Kinetic slot · Primary hand cannonExplosive Payload + One for AllEstablished primary alternative from the BRAVE pool. Replaces Blast Furnace; the two cannot occupy the slot together. Also does not feed the Solar-only triggers.
Apex Predator (reprised)Solar · Heavy · rocket launcherReconstruction + Bait and SwitchEstablished boss Heavy from Last Wish. Damage with all three weapons for Bait and Switch; use rockets away from nearby terrain and allies. Check the reprised roll, not legacy copies.

Recommended stats / Full 0–200 scale.

100 Grenade / 150 Class / 50 Melee / 100 Super. A 400-point planning spread across the focus stats, prioritizing the reload/heal dodge and keeping Healing Grenade and Blade Barrage practical.

Grenade / Recovery100 / 200Healing Grenade access, not extra healing from 200.100 / 200
0100200
Class / Dodge engine150 / 200Dodge access plus above-100 cast protection.150 / 200
0100200
Melee / Radiant setup50 / 200Knife kills can refund; missed kills still need recharge.50 / 200
0100200
Super / Blade Barrage100 / 200Class Super planning, not Still Hunt's weapon meter.100 / 200
0100200

Gearing order: Class/Grenade toward 100, Super toward 100 and Melee toward 50, then Class toward 150. Final totals include Torches -10 Grenade, Empyrean -10 Health, and Beams +10 Super. Preserve Health/Weapons and resistance mods. Above 100 is not another identical recharge tier; no stat target promises permanent dodge, infinite Cure, or faster Still Hunt charge by itself.

05 /

Artifact / Hunter's Journal.

Monument of Triumph / reviewed 24 October 2026. The Still Hunt plan: ordinary Solar sniper precision fire adds Scorch and builds sniper bonuses, while Orbs supply Radiant and Shieldcrush rewards that buff. Solar Fulmination improves actual Ignitions, not Blade Barrage just because it is Solar.

Slot / tierPerkTrigger / practical effect
1 / T1Incendiary Rifle RoundsSolar sniper precision hits add Scorch. This supports ordinary Still Hunt precision fire; do not assume every special firing mode counts identically.
2 / T1Energy Diffusion SubstrateAdds a small amount of combatant damage resistance, not immunity.
3 / T2Radiant OrbsWith a Solar or Prismatic subclass, Orb collection grants Radiant; it is not an ally-buff application by itself.
4 / T2Solar FulminationImproves your Ignitions and their radius. Scorch alone is not an Ignition.
5 / T2Counter EnergyYour own or a fireteam member's Champion stun returns energy to your least-charged ability.
6 / T3Sniper's MeditationSniper hits build a temporary sniper damage, stability, and reload bonus. Missing or waiting out its duration interrupts the rhythm.
7 / T3ShieldcrushRadiant or Amplified improves grenade recharge/damage; Woven Mail, Frost Armor, or a Void Overshield improves melee recharge/damage. It grants neither buff itself.

Fit and limits.

Do not assume every special Still Hunt firing mode inherits every sniper trigger. Shieldcrush helps Healing Grenade recharge but does not turn it into a damaging grenade. Orb Radiant does not apply Radiant to nearby allies.

Champion plan.

Check Radiant Barrier behavior with the actual firing mode and any other counter. Keep independent Overload and Unstoppable options; Scorch alone is not a stun.

Check the activity's required types and your current in-game counter tooltips. No old seasonal auto/pulse/hand-cannon perk is assumed just because it existed in the original artifact.

Alternative direction: Implement of Curiosity offers a broader Radiant/Shrapnel support route, trading away the dedicated sniper pair.

Sources: GameRant / seven refreshed artifact pools (19 June 2026) and Bungie Help / Adjust the Artifact (seven total perks). Select the current in-game versions if wording differs; these are build-fit recommendations, not measured damage rankings or duplicate-perk stacking exploits.

06 /

Armor mods / Orbs fuel the return.

SlotModsPurpose
HelmetKinetic Siphon
Solar Siphon
Special Ammo Finder
Matching weapon multikills generate Orbs; Finder supports Still Hunt. Orbs also help its weapon meter.
ArmsHeavy Handed
Focusing Strike
Impact Induction
Powered melee final blows generate Orbs; qualifying melee damage supports class/grenade energy. Respect proc cooldowns, not one Orb per knife projectile.
ChestConcussive Dampener
2× encounter-matched resistances
Fit actual incoming damage; healing cannot prevent every lethal hit.
LegsSolar Weapon Surge
Recuperation
Insulation
Solar weapon damage, Orb healing, and class energy on Orb pickup. Surge consumes Armor Charge over time; this set does not heal from charge shifts.
Class itemReaper
Powerful Attraction
Outreach
Next weapon final blow after dodge creates an Orb. Dodge gathers nearby Orbs and returns some melee energy; Outreach is not Gambler's Dodge or a guaranteed full knife refill.
GO /

Before the next dodge.

Ticks last for this open page only and are not saved. Test Still Hunt's alternate action and dodge timing before a difficult encounter.

REF /

Sources & live checks.

Prepared 23 October 2026 around the requested gear. Verify live item descriptions, set availability, mod costs, and firing-mode interactions after patches. No numerical healing guarantees or highest-DPS claim is assumed.