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
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.
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.
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.
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.
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.
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.
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.
Slot
Armor
Job
Helmet
Exodus Down HelmLegendary / piece 1
Orbs and melee Super-energy support.
Arms
Wormgod CaressExotic
Burning Fists engine.
Chest
Exodus Down PlateLegendary / piece 2
Encounter resistance.
Legs
Exodus Down GreavesLegendary / piece 3
Orb recovery and Solar weapon surge.
Class item
Exodus Down MarkLegendary / piece 4
Class 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.
Special 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 / tier
Perk
Trigger / practical effect
1 / T1
Elemental Benevolence
Applying an elemental buff to allies returns class energy. Self-only buffs are not the support trigger.
2 / T1
Refresh Threads
Collect a pickup matching your subclass element, or a Tangle with a Strand Super, for energy to your least-charged ability.
3 / T2
That Fresh Bullets Smell
Ammo-brick pickups temporarily improve Kinetic weapon damage. It does not boost the Solar shotgun or Void Tractor Cannon.
4 / T2
Elemental Coalescence
Defeats can create elemental pickups aligned with your equipped Super; creation is a chance, not every kill.
5 / T2
Elemental Daze
An elemental-weapon Champion stun produces an aligned debuff explosion. You must supply the initial stun first.
6 / T3
Shieldcrush
Radiant or Amplified improves grenade recharge/damage; Woven Mail, Frost Armor, or a Void Overshield improves melee recharge/damage. It grants neither buff itself.
7 / T3
Radiant Shrapnel
Sustained 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.
Use Melee Damage Resistance when the encounter warrants it; still match actual incoming threats.
Legs
Solar Weapon Surge Recuperation Invigoration
Buffs Solar shotgun, drains charge, and gives Orb healing/melee energy. Does not buff Throwing Hammer.
Class item
Reaper 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.