Turn a hard-fought position into your team's stronghold. Fight inside your Well, earn your next Super, and keep the fireteam moving.
PHOENIX PROTOCOL4× EXODUS DOWN0–200 STATS
SOL / 002
The Phoenix Engine
One Well starts the next.
Phoenix Protocol + Bad Juju Kills & assists · Super energy · Team sustain
Your jobAnchor & recharge
Exotic armorPhoenix Protocol
Exotic weaponBad Juju
Best withEnemy-dense holds
01 /
A stronghold, not a waiting room.
The engine
Cast Well. Fight. Recover energy.
Phoenix Protocol returns Super energy for your kills and assists while you stand in your Well of Radiance. Use the Well proactively during dangerous enemy waves, rather than saving it for a boss with no adds.
Bad Juju earns additional Super energy from its weapon kills through String of Curses. It helps bridge the gap between Wells while Healing Grenade, Healing Rift, and Radiant support the team.
Where it shines
Objectives, waves, and team recovery.
Best for enemy-dense PvE encounters where you can hold a useful position and keep contributing to kills. Teammates help finish targets you tag, so assists matter as well as your own final blows.
Less effective for low-enemy boss phases, fast-moving sections, or encounters that force everyone out of the Well. This is a frequent-Well support build, not a guaranteed infinite-Well or top boss-DPS setup.
02 /
Your six-step Well loop.
Choose your ground.
Pick a position with useful sightlines, nearby cover, and room for teammates. Avoid boss stomps and places where the Well's sword will be immediately destroyed.
Start with team support.
Use Healing Grenade when allies need it. Hit a combatant with Celestial Fire near your team to grant Radiant. Supporting allies activates Benevolence.
Well before the wave wins.
Place your Well while there are enemies to fight. Call it out. Stand inside your own Well and actively damage targets to earn kills and assists for Battle-Hearth.
Feed String of Curses.
Chain Bad Juju final blows on smaller enemies. Its kills refill the magazine, increase its damage, and grant Super energy. Tag tougher enemies your teammates are focusing.
Cycle your defenses.
Collect Orbs for Armor Charge. Your weapon surge causes timed charge decay, giving Exodus Down charge-gain and charge-loss interactions. Use Rift for Hellion between Wells.
Earn the remaining energy.
Keep fighting with Bad Juju, pick up teammates' Orbs, and support them with your abilities. Place the next Well where the encounter needs it, not automatically where the last one stood.
Well is not invulnerability. Leave it if the position becomes lethal; a missed refund is better than a wipe. Do not use Bad Juju on a boss instead of your damage weapons just to chase the loop.
03 /
Subclass setup.
Solar / Dawnblade
Abilities
Super
Well of RadianceRequired. Provides the area you fight from to activate Phoenix Protocol.
Grenade
Healing GrenadeBurst healing and Restoration between Wells.
Class ability
Healing RiftTeam sustain between Supers and a trigger for Hellion.
Melee
Celestial FireRanged scorch application and Ember of Torches activation.
Movement
Burst GlideRecommended; choose your preferred glide for reliable movement.
Two aspects / Four fragments
Touch of Flame
Enhances Healing Grenade's Cure and Restoration, including Restoration x2. Throw it normally where you and your allies need healing.
Hellion
Using your class ability summons a Solar soul that attacks and scorches enemies. This gives you extra pressure while you fire Bad Juju; scorch also feeds Singeing.
No healing turret: Phoenix Protocol occupies the Exotic chest slot, so Speaker's Sight cannot be equipped. These are ordinary enhanced Healing Grenades, not persistent turret deployments.
Ability engine
Ember of Benevolence
Applying Cure, Restoration, or Radiant to allies temporarily increases grenade, melee, and class ability regeneration. It does not directly refund your Super.
Team empowerment
Ember of Torches
Powered melee attacks against combatants make you and nearby allies Radiant. Use Celestial Fire for a safer ranged trigger.
Personal sustain
Ember of Solace
Radiant and Restoration applied to you last longer. This is personal duration, not a blanket extension of every teammate's buffs.
Rift uptime
Ember of Singeing
Scorching targets speeds your class ability recharge. Celestial Fire and Hellion help keep this available between Wells.
04 /
The Phoenix loadout.
+
Exotic chest armor
Phoenix Protocol
Battle-Hearth: Kills and assists you make while standing in your Well of Radiance return Super energy.
You still need to participate. Simply placing a Well and watching teammates kill enemies is not the playstyle. Stay in your Well when safe, damage targets, and help finish the wave.
No armor swapping is required. Keep Phoenix Protocol equipped throughout the activity, including the energy-recovery window.
◇
Exotic Kinetic pulse rifle
Bad Juju
String of Curses: Kills refill the magazine, increase damage briefly, and grant Super energy based on the strength of the effect.
Catalyst recommended: Unending Curse extends String of Curses, giving you more room to find the next target.
This is your Super-economy weapon, not a replacement for Heavy boss damage. If enemies are too durable to chain final blows, its value drops; assists still help Phoenix Protocol while inside your Well.
One Exotic chest / four Legendary Exodus Down pieces
Slot
Equip
Role
Helmet
Exodus Down HoodLegendary · set piece 1
Orb generation and Heavy ammo utility.
Arms
Exodus Down GlovesLegendary · set piece 2
Melee-to-grenade and class ability energy.
Chest
Phoenix ProtocolExotic · not a set piece
Well refund engine and resistance mods.
Legs
Exodus Down BootsLegendary · set piece 3
Weapon surge and Orb pickup benefits.
Class item
Exodus Down BondLegendary · set piece 4
Completes the four-piece set; class-ability mod loop.
Both armor bonuses active
2×
Emergency Electromagnet
When your shields break, instantly collect nearby Orbs of Power and ammo bricks.
4×
Repurposed Charge
Gaining, losing, or spending Armor Charge heals you and grants brief damage reduction. The defensive effect scales with the amount of charge shifted.
These are personal defensive bonuses, not extra team-wide Well effects. Use current set-bonus-enabled pieces; old armor or a matching ornament alone does not activate them. Never deliberately take a shield break for pickups.
Legendary weapon slots
Bring real damage and encounter coverage.
Energy: A Solar Special weapon with Demolitionist, if available, helps recharge Healing Grenade through kills. Match the weapon type to range, enemy shields, and Champion needs.
Heavy: A Legendary rocket launcher, grenade launcher, or another suitable boss-damage weapon. A machine gun is an option when the job is sustained add control instead.
One Exotic weapon: Bad Juju takes that slot. Do not pair it with an Exotic Special or Heavy.
Well and Radiant are overlapping empowering effects; do not add their damage buffs together as independent multipliers.
Three Legendary weapon picks / 2026 PvE.
Checked 23 October 2026 against the linked roll guides. Meta-supported and build-fit options are distinguished below; this is not a verified live usage ranking. Reprised and legacy weapons can have different perk pools.
Build-fit add-clear and healing choice between Wells. Reload after a kill for Heal Clip. For more grenade energy, choose Demolitionist instead of Incandescent.
2026 S-tier ranged damage option. Land precision hits and coordinate elemental debuffs for Aggregate Charge; do not assume maximum perk strength from this build alone. Replaces Aberrant Action.
Established reprised-roll boss option. Damage with Bad Juju and the Energy weapon to help activate Bait and Switch, then return to rockets. Phoenix refunds still depend on actual kills/assists, not merely firing at a boss.
Recommended stats / Full 0–200 scale.
Balanced target: 100 Grenade / 150 Class / 50 Melee / 100 Super. This is a 400-point allocation across your four focus stats. Compared with the Medic build, shift 20 points from Melee to Super to support Well availability. Each meter shows the recommended final target out of 200.
Super / Well economy100 / 200Pair with Battle-Hearth, Bad Juju, and team Orbs.100 / 200
0100200
Gearing order: Super 100 → Grenade 100 → Class 100 → Melee 50 → Class 150. These are planning targets, not calculated totals for your inventory; nearby values are fine because stats scale per point. Include fragment penalties, mods, and tuning in final totals, and leave room for Health and Weapons rather than assuming they must be zero. Prioritize good Grenade/Super and compatible Class/Melee rolls; no specific Well cooldown is promised.
05 /
Artifact priorities.
Conditional named picks
Support the weapon you actually use.
Overload Pulse Rifle: If available and applicable to Bad Juju, use it for Overload coverage. Read the live weapon/Champion tooltip; do not assume incompatible counters stack.
Counter Energy: If available, Champion stuns return energy to your least-charged ability.
Kinetic Synthesis: If available, its Kinetic damage/final-blow ammo utility fits Bad Juju.
Kinetic Rupture: If available, Kinetic damage against powerful enemies can create a shootable rupture with an Unstoppable utility effect.
Selection rules
Champion coverage before extras.
Cover every required Champion type through your active artifact, weapons, subclass tools, and team plan.
When historical examples are absent, choose current weapon, Orb, ability-energy, or defensive perks that actually fit the loadout.
Skip Arc/Void-Super requirements and sword-only effects unless you intentionally change the relevant equipment.
Artifact perks are passive unlocks, not additional armor mods occupying these slots.
06 /
Armor mods: fuel both loops.
Generate Orbs, maintain useful Armor Charge turnover, and keep your support abilities available. Add stat mods only after the functional mods and required resistances fit.
Slot
Recommended mods
Purpose
HelmetExodus Down Hood
Kinetic Siphon Heavy Ammo Finder Heavy Ammo Scout
Rapid Bad Juju kills generate Orbs. Finder supports Heavy economy; Scout helps teammates receive Finder-created ammo.
ArmsExodus Down Gloves
Impact Induction Focusing Strike
Melee damage returns grenade and class ability energy. Celestial Fire provides a ranged trigger.
Reduce relevant incoming damage. Choose elemental or range resists based on the actual activity; Well is not a replacement for them.
LegsExodus Down Boots
Kinetic Weapon Surge Innervation Recuperation
Surge helps Bad Juju secure kills and enables timed Armor Charge decay. Orb pickups return grenade energy and immediate personal healing.
Class itemExodus Down Bond
Bomber Powerful Attraction Reaper
Rift use returns grenade energy and gathers nearby Orbs; your next weapon final blow after class ability use makes an Orb.
Exodus Down loop
Orbs in. Charges tick down.
Siphon and Reaper make Orbs; teammates provide more. With the surge equipped, Orb pickups grant Armor Charge, and timed decay removes it. Both charge gain and loss interact with Repurposed Charge.
This is not guaranteed permanent damage resistance. Do not mix in Kickstart spenders without intentionally redesigning how you use those charges.
For boss damage, replace Kinetic Weapon Surge with a surge matching your Heavy's damage type. Timed charge decay still works, but that surge no longer buffs Bad Juju unless the damage type matches.
Super and mod sanity checks
Choose effects you can actually trigger.
No Firepower or Ashes to Assets: Healing Grenade is not a grenade-kill engine.
No automatic Dynamo assumption: It requires class ability use near enemies. This ranged support setup does not depend on that risky positioning.
No Speaker's Sight Orb procs: That Exotic is not equipped; healing alone does not provide its special Orb-generation perk.
Fill gaps in 100 Grenade / 150 Class / 50 Melee / 100 Super using the gearing order above. Use smaller stat mods if energy is tight; remove optional Scout before essential resistance or your core Orb engine.
GO /
Ready for the next wave.
Checklist ticks are temporary for this open page; they are not saved between visits.
Tell your friends this.
"I'll place Well for the dangerous waves. I'll tag enemies and stay inside to earn the next one; help finish those targets. Share your Orbs, call when we need to move, and don't stand in lethal damage just because the Well is up."
The difference from the Medic build
Speaker's Sight: sustained turret healing and Lumina buffs. Phoenix Protocol: enhanced Healing Grenades between more frequent, kill-driven Wells. No turret and no Noble Rounds.
REF /
Sources & version notes.
Prepared 23 October 2026. This is a curated recommendation, not a live-game integration or an in-game-tested optimal loadout. Verify current tooltips, energy costs, and seasonal interactions. Older source pages may contain obsolete acquisition methods or stat names; those are not used as current instructions here.
All styling, illustration, and print behavior are embedded. Reading the guide does not need internet access, fonts, images, or companion files. Only the source links require a connection.