+   Fireteam Fieldnotes
DESTINY 2 / 2026 EDITION
Build 15 · Solar Titan · PvE
Sunbreaker / Solo + Group / DPS & All-round

Feed the forge.
Bring the hammer.

Build Burning Fists and Roaring Flames through melee pressure, recover through Sunspots and hammer pickups, then debuff a priority target with Tractor Cannon.

WORMGOD CARESSTRACTOR CANNON4× EXODUS DOWN
Forgeheart / TITAN 015
A hammer glowing above a circular forge

Build heat. Keep control.

Burning Fists · Roaring Flames
Sunspots · Hammer of Sol

Your jobMelee pressure + self-sustain
SuperHammer of Sol
Exotic armorWormgod Caress
Exotic weaponTractor Cannon
01 /

A melee engine with recovery conditions.

Two separate damage engines.

Wormgod Caress builds escalating, decaying melee damage from melee or finisher defeats. Higher Burning Fists levels also improve weapon damage. Roaring Flames stacks from Solar ability/ignition final blows and boosts Solar ability damage.

Secure easy kills first. A fresh room and an isolated boss do not automatically provide maximum stacks. Keep the actual buff timers in view.

Sunspots keep you fighting.

Sol Invictus creates Sunspots from qualifying Solar defeats. Enter one to gain Restoration; Solar defeats can extend active Restoration/Radiant through Empyrean.

Picking up a hammer that hit a target grants Cure and melee energy. Current text scales returned energy with Melee: do not assume every pickup instantly restores a full hammer. Tractor adds suppression/Weaken, not healing.

02 /

Build heat without chasing danger.

  1. Start on a manageable target.

    Hit with a charged Throwing Hammer for Torches' Radiant. A Solar ability final blow can start Roaring Flames and create a Sunspot. The hammer hit alone is not a guaranteed kill or Sunspot.

  2. Recover the hammer safely.

    Pick it up for melee energy and, after a hit, Cure. Respect any remaining recharge. Never run through lethal fire or off a ledge to retrieve it; use weapons while it recovers.

  3. Establish your Sunspot.

    Enter a Sunspot for Restoration and ability regeneration. Firebolt and Sunspot scorch support Singeing's class recharge. Empyrean extends buffs already active; it cannot start Restoration from nothing.

  4. Build Burning Fists.

    Melee/finisher defeats raise the Exotic's decaying damage buff. Use available enemies rather than assuming a permanent maximum. Finishers are optional and should be safe, not forced during a boss mechanic.

  5. Debuff the priority threat.

    When close range is safe, apply Tractor's Weaken/suppression, then use melee and Special damage. Coordinate debuffs: do not assume every Weaken source stacks additively or that Tractor contributes conventional rocket-like Heavy burst.

  6. Reset before stacks become a trap.

    If targets die out, retreat to weapons and cover. Hammer of Sol gives roaming ranged Solar pressure and Sunspots. For distant bosses or unsafe melee phases, change the weapon plan instead of forcing the combo.

03 /

Sunbreaker / Four fragments.

Abilities

Super
Hammer of SolRanged roaming hammers; impacts create Sunspots with Sol Invictus. No Pyrogale or Synthoceps effect is equipped.
Class
Towering BarricadeCover and class-mod trigger. Draws hostile fire while you stand behind it; not an unrestricted raid-boss taunt.
Melee
Throwing HammerRecoverable hammer; pickup grants scaled melee energy and Cure if it hit a target.
Grenade
Firebolt GrenadeTarget-seeking Solar fire and scorch setup. Not a Healing Grenade.
Movement
Strafe LiftControl your approach and landings.

Aspects / 2 + 2 = 4

Roaring Flames / 2 slots: Solar ability/ignition final blows increase Solar ability damage, up to three stacks. This is separate from Burning Fists.

Sol Invictus / 2 slots: Solar ability final blows, Hammer of Sol impacts, and defeating scorched enemies create Sunspots. They scorch enemies, improve ability regeneration while occupied, and grant Restoration on entry.

Your Sunspots are not a general team-healing source without an effect that explicitly shares them. No Consecration is equipped.

Ember of Torches

Powered melee hits against combatants make you and nearby allies Radiant. -10 Grenade. Radiant is weapon support, not a universal hammer/Super damage multiplier.

Ember of Solace

Extends Radiant and Restoration applied to you. Does not create either buff by itself.

Ember of Empyrean

Solar weapon/ability defeats extend active Radiant/Restoration. -10 Health. The Kinetic primary and Void Tractor do not satisfy the Solar-kill condition.

Ember of Singeing

Scorching targets improves class recharge. Use Firebolt/Sunspot scorch; an ordinary hammer hit is not automatically scorch.

04 /

A brawler built on the starter foundation.

Wormgod Caress / Exotic arms

Burning Fists: melee/finisher defeats build damage that decays over time; high levels add weapon damage. These gauntlets do not supply Synthoceps' surrounded trigger or a free heal.

Melee-stat investment supports this focus, but exact live scaling and Exotic interactions should be tested in game. Survival matters more than preserving a damage stack.

Tractor Cannon / Exotic weapon

Void Heavy shotgun. Short-range impulse suppresses and dramatically weakens targets; explicitly strong against Overloads. Use for priority/team debuff utility, not to launch yourself into every enemy pack.

Check current Exotic engram/vendor acquisition. Catalyst is optional. While learning, an owned Legendary Heavy is fine, but loses Tractor's debuff and requires a different Champion plan.

SlotArmorJob
HelmetExodus Down HelmLegendary / piece 1Orbs and melee Super-energy support.
ArmsWormgod CaressExoticBurning Fists engine.
ChestExodus Down PlateLegendary / piece 2Encounter resistance.
LegsExodus Down GreavesLegendary / piece 3Orb recovery and Solar weapon surge.
Class itemExodus Down MarkLegendary / piece 4Class utility; both set bonuses.

2 pieces / Emergency Electromagnet

Shield breaks collect nearby Orbs/ammo. This is emergency utility, not an instruction to lose shields for pickups.

4 pieces / Repurposed Charge

Charge gains, losses, or spending heal you and grant brief damage reduction, scaling with charge shifted. Orbs and surge decay support personal defense; no source-set Ferropotent bonus is active.

Use current Exodus versions with real set perks. Ornaments/legacy copies do not count. These four pieces are the easy-to-grind foundation; ideal Exotic stats and weapon rolls are progression goals.

Three Legendary recommendations.

Weapon / slotPerk pairRole / source
Blast Furnace / refreshedKinetic / Kinetic slot / Primary pulseKinetic Tremors + Chaos ReshapedRanged fallback between melee windows. The linked refreshed guide lists Arena Ops; do not confuse its roll with legacy copies.
Midnight Coup / BRAVEKinetic / Kinetic slot / Primary hand cannonExplosive Payload + One for AllEstablished BRAVE-pool alternative to Blast Furnace. Check current acquisition; neither Kinetic primary extends Empyrean.
IKELOS_SG_v1.0.3Solar / Energy / Special shotgunPugilist + IncandescentSpecial damage, melee energy from kills, and scorch spread. Legacy Seraph source; check current rotation/vendor. Does not require a speculative thrown-hammer One-Two Punch interaction.

Practical final stats / 0–200.

50 Grenade / 100 Class / 200 Melee / 50 Super. Start with 100 Melee and useful Class/Health, then build Melee toward 200 as gear allows. The high Melee target is a progression focus, not required to learn the loop.

Grenade / Scorch setup50 / 200Secondary to melee and Sunspots.50 / 200
0100200
Class / Cover100 / 200Barricade and Orb utility.100 / 200
0100200
Melee / Main engine200 / 200Damage investment and pickup-energy planning.200 / 200
0100200
Super / Backup pressure50 / 200Not the main rotation's damage source.50 / 200
0100200

Final targets after Torches -10 Grenade and Empyrean -10 Health, not verified inventory totals. Preserve Health/Weapons and resistance mods. 200 does not double the first 100 points' recharge effect or guarantee every pickup fully refills melee.

05 /

Artifact / Implement of Curiosity.

Monument of Triumph / reviewed 24 October 2026. The hammer-and-Radiant plan: nearby-ally Torches buffs support class energy; Solar pickups recover the weakest ability, and Radiant enables grenade/Shrapnel benefits alongside the existing melee engine.

Slot / tierPerkTrigger / practical effect
1 / T1Elemental BenevolenceApplying an elemental buff to allies returns class energy. Self-only buffs are not the support trigger.
2 / T1Refresh ThreadsCollect a pickup matching your subclass element, or a Tangle with a Strand Super, for energy to your least-charged ability.
3 / T2That Fresh Bullets SmellAmmo-brick pickups temporarily improve Kinetic weapon damage. It does not boost the Solar shotgun or Void Tractor Cannon.
4 / T2Elemental CoalescenceDefeats can create elemental pickups aligned with your equipped Super; creation is a chance, not every kill.
5 / T2Elemental DazeAn elemental-weapon Champion stun produces an aligned debuff explosion. You must supply the initial stun first.
6 / T3ShieldcrushRadiant or Amplified improves grenade recharge/damage; Woven Mail, Frost Armor, or a Void Overshield improves melee recharge/damage. It grants neither buff itself.
7 / T3Radiant ShrapnelSustained weapon damage while Radiant, or a weapon defeat of a scorched enemy, releases scorching Solar projectiles.

Fit and limits.

Shieldcrush's melee bonus needs Woven Mail, Frost Armor, or a Void Overshield; Radiant alone activates its grenade side. Do not advertise it as a free Radiant hammer multiplier. Torches supplies Radiant; the Kinetic Primary benefits from That Fresh Bullets Smell, not the Solar shotgun or Tractor. Ally-triggered Benevolence is group utility, not a solo refund.

Champion plan.

Tractor covers Overloads. Radiant can cover Barriers on eligible other weapons; arrange a reliable Unstoppable tool rather than waiting for an uncertain Ignition.

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: Encrypted Data Disk offers Armorsmith and finisher energy; it is a utility alternative, not permission to add its perks to these seven.

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 / Melee Orbs, safe recovery.

SlotModsPurpose
HelmetHands-On
Kinetic Siphon
Heavy Ammo Finder
Melee defeats support Super; matching primary multikills make Orbs. Finder supports Tractor.
ArmsHeavy Handed
Impact Induction
Focusing Strike
Powered melee defeats create Orbs; hits support grenade/class energy. Respect proc cooldowns.
ChestConcussive Dampener
2× encounter-matched resistance
Use Melee Damage Resistance when the encounter warrants it; still match actual incoming threats.
LegsSolar Weapon Surge
Recuperation
Invigoration
Buffs Solar shotgun, drains charge, and gives Orb healing/melee energy. Does not buff Throwing Hammer.
Class itemReaper
Powerful Attraction
Outreach
Class cast gathers Orbs, supports melee energy, and prepares a weapon-kill Orb.
GO /

Before you feed the forge.

Ticks are not saved. For weapon-led damage without a hammer-retrieval loop, compare Void Arsenal.

REF /

Sources & live checks.

Prepared 23 October 2026. The source presents a meta melee core; its alternate armor bonus and exact stacked damage claims are not reproduced. Verify live item text, availability, mod costs, and interaction rules after patches.