Speaker's Sight turns Healing Grenades into Restorative Turrets. Touch of Flame improves their healing, while Ember of Benevolence rewards supporting teammates with faster grenade, melee, and class ability regeneration.
Lumina adds targeted healing and a weapon-damage buff. Hellion supplies automatic Solar pressure while you support. Well of Radiance anchors planned damage phases or a dangerous hold.
Why Exodus Down?
A second layer of personal protection.
Four current, set-bonus-enabled Exodus Down pieces activate both the 2-piece and 4-piece bonuses. Orbs feed Armor Charge; charge changes trigger the set's healing and temporary damage resistance.
The armor-mod setup below uses a weapon surge to let charges decay naturally, adding charge-loss triggers as well as pickup triggers. This protection is for you; the turret, Lumina, and Solar abilities support your team.
02 /
Your six-step support loop.
Set up behind cover.
Place your Healing Grenade turret where it can reach the team. Plan for where your friends will fight, not where they were a moment ago.
Keep Benevolence working.
Let the turret heal allies. Heal with Lumina or give nearby allies Radiant with a powered melee to keep your support-driven ability regeneration going.
Get Noble Rounds.
Score Lumina final blows and collect the Remnants they leave behind. Hip-fire toward an ally to fire a healing Noble Round; aim down sights for normal enemy shots.
Rift, then fight.
Use Healing Rift in a useful position. This summons Hellion and activates your class-ability mod loop. Hit an enemy with Celestial Fire to scorch it and grant nearby allies Radiant.
Collect and cycle.
Pick up Orbs for Armor Charge, grenade energy, and healing. Your Kinetic Weapon Surge uses timed charge decay; gaining and losing charges both interact with Exodus Down.
Call your Well.
Place Well of Radiance for a planned damage phase, a difficult objective, or a safe team recovery. Buff an ally with Lumina before returning to your damage weapon.
Play for team uptime, not a rigid rotation. Refresh the turret as needed, do not chase Remnants into danger, and do not deliberately break your shields to trigger the armor bonus.
03 /
Subclass setup.
Solar / Dawnblade
Abilities
Super
Well of RadianceTeam healing and weapon empowerment in a fixed area.
Grenade
Healing GrenadeRequired for Speaker's Sight's Restorative Turret.
Class ability
Healing RiftAccessible, stationary team healing; also summons Hellion.
Melee
Celestial FireRanged powered-melee hits for Torches; applies scorch.
Movement
Burst GlideRecommended; use your preferred glide if more comfortable.
Two aspects / Four fragments
Touch of Flame
Enhances Healing Grenade's Cure and Restoration. With Speaker's Sight, this is the key interaction for stronger turret healing, including Restoration x2.
Hellion
Your class ability summons a Solar soul that attacks enemies and scorches them. It adds damage without asking you to stop supporting, and its scorch works with Ember of Singeing.
No grenade consumption or Heat Rises input is needed: throw your Healing Grenade normally to deploy the turret.
The engine
Ember of Benevolence
Applying Restoration, Cure, or Radiant to allies increases grenade, melee, and class ability regeneration for a short duration. Lumina ally healing also supports this loop.
Team damage
Ember of Torches
Powered melee attacks against combatants make you and nearby allies Radiant. Celestial Fire lets you do this from a safer distance.
Buff duration
Ember of Solace
Radiant and Restoration effects applied to you last longer. This is personal buff duration, not a promise to extend every teammate's buffs.
Class uptime
Ember of Singeing
Your class ability recharges faster when you scorch targets. Hellion and Celestial Fire provide scorch for more Rift opportunities.
04 /
Your gear. No armor swapping.
+
Exotic helmet
Speaker's Sight
The Lost Voice: Healing Grenades create a Restorative Turret. Healing allies can occasionally create an Orb of Power.
This is your primary support tool. Position the turret for multiple allies, then keep fighting instead of waiting beside it.
Healing-generated Orbs are occasional, not guaranteed on every heal. Your Siphon and Reaper provide additional Orb sources.
◇
Exotic Kinetic hand cannon
Lumina
Noble Rounds: Final blows leave Remnants. Collect them to load ally-seeking hip-fired rounds. Healing an ally grants Blessing of the Sky, a weapon-damage buff for both of you.
Catalyst recommended: Adds a second Remnant per kill, making it easier to maintain Noble Rounds.
Do not add Lumina's buff, Radiant, and Well together as separate stacking damage multipliers; overlapping empowering buffs generally use the strongest applicable effect.
Five armor slots / one Exotic / four Exodus Down pieces
Slot
Equip
Purpose
Helmet
Speaker's Sight Exotic
Restorative Turret and support Orb generation.
Arms
Exodus Down Gloves Legendary · set piece 1
Set contribution and melee-to-ability mods.
Chest
Exodus Down Robes Legendary · set piece 2
Set contribution and incoming-damage resistance.
Legs
Exodus Down Boots Legendary · set piece 3
Set contribution, surge, and Orb benefits.
Class item
Exodus Down Bond Legendary · set piece 4
Completes the four-piece bonus; Rift-to-Orb/grenade loop.
Both 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.
Use updated Exodus Down drops with the actual set perks. Legacy copies or an Exodus Down ornament alone do not supply these bonuses. Exact healing, range, and resistance values are not assumed here.
Round out your weapons
Legendary Special + Legendary Heavy
Energy slot: A Solar Special weapon with Demolitionist, if available, helps refill grenade energy through weapon kills. Prioritize a weapon you can safely use.
Heavy slot: A Legendary rocket, grenade launcher, or other encounter-appropriate damage weapon. Coordinate the damage strategy with your team.
Champions: Adjust your Legendary weapon types to the activity and active artifact. Do not assume healing or Well covers every Champion type.
Lumina occupies your one Exotic weapon slot. Do not equip an Exotic Special or Heavy alongside it.
Three Legendary weapon picks / 2026 PvE.
Checked 23 October 2026 against the linked roll guides. These are meta-supported or build-specific recommendations, not a verified live usage ranking. Perk pools differ between reprised and legacy copies; inspect the actual version before farming.
Build-fit support choice: kill, reload to heal, and earn grenade energy through weapon kills. Incandescent is an alternative to Demolitionist for add clear, not a third perk.
2026 S-tier precision option for distant durable enemies. Aggregate Charge needs elemental debuffs; coordinate them rather than assuming this Solar setup supplies its full benefit alone. Replaces Aberrant Action.
Established boss-damage pick on the reprised roll. Trigger Bait and Switch by dealing damage with all three weapons. Use rockets from safe spacing, not into teammates standing in your Well.
Recommended stats / Full 0–200 scale.
Balanced target: 100 Grenade / 150 Class / 70 Melee / 80 Super. This is a 400-point allocation across your four focus stats, not four stats to maximize. Each meter shows the recommended final target out of 200.
Grenade / Turret uptime100 / 200Secure the recharge foundation first.100 / 200
0100200
Class / Personal defense150 / 200Rift uptime plus above-100 cast protection.150 / 200
0100200
Melee / Team Radiant70 / 200Benevolence helps cover the remaining recharge.70 / 200
0100200
Super / Supporting Well80 / 200Useful investment without starving the healing loop.80 / 200
0100200
Gearing order: Grenade 100 → Class 100 → Melee 50 and Super 80 → Class 150 → Melee 70. These are planning targets, not a calculated loadout from your inventory; nearby values are fine because stats scale per point. Count fragment penalties, mods, and tuning in the final character-sheet totals. Leave room for Health and Weapons rather than treating them as mandatory zeroes.
05 /
Artifact: adapt, don't depend.
Recommended selection order
Build around the activity first.
Champion coverage. If present, Anti-Barrier Hand Cannon makes Lumina an accessible Barrier answer. Pick the matching counters for your Legendary weapons and the remaining Champions.
Ability energy. If present, Counter Energy returns energy to your least-charged ability when you stun a Champion.
Kinetic utility. If present, Kinetic Synthesis rewards Kinetic damage/final blows with ammo utility, fitting Lumina's normal combat use.
More Kinetic utility. If present, Kinetic Rupture adds a shootable rupture from Kinetic damage against powerful enemies and an Unstoppable-stun option.
When those perks aren't available
Keep the build. Replace the bonuses.
Choose current perks that support your equipped weapon types, grenade/class ability uptime, Orbs, or survivability.
Skip perks that require an Arc or Void Super: this build uses Solar Well of Radiance.
Do not spend points on sword-only perks if you are not actually bringing a sword.
Confirm any Champion activation condition and your total perk budget in game before launching.
Artifact perks are unlocked passive effects, not extra mods to squeeze into these armor slots. Historical perk names are not interchangeable with current ones.
06 /
Armor mods that feed the loop.
Use this as the baseline loadout. Keep your resistance mods, then add stat mods with the energy left over. These picks do not rely on artifact discounts or high-tier bonus energy.
Armor slot
Recommended mods
Why they belong
Helmet Speaker's Sight
Kinetic Siphon Heavy Ammo Finder Heavy Ammo Scout
Rapid Lumina kills generate Orbs. Finder helps Heavy ammo economy; Scout shares the benefit of Finder-created ammo with allies.
Arms Exodus Down
Impact Induction Focusing Strike
Melee damage returns grenade and class ability energy. Celestial Fire lets you trigger these without committing to close combat.
Reduce splash and relevant incoming damage. Choose elemental resists or appropriate range resists for the actual encounter.
Legs Exodus Down
Kinetic Weapon Surge Innervation Recuperation
Surge buffs Lumina while Armor Charge is active and introduces timed charge decay. Orb pickups return grenade energy and provide immediate personal healing.
Class item Exodus Down
Bomber Powerful Attraction Reaper
Rift use returns grenade energy and collects nearby Orbs. After using your class ability, your next weapon final blow creates an Orb.
One Armor Charge plan
Generate → benefit → decay → repeat.
Make Orbs through Siphon, Reaper, and occasional Speaker's Sight healing procs. Picking up Orbs grants Armor Charge with this setup. Kinetic Weapon Surge provides a useful ongoing benefit and makes those charges decay.
Exodus Down reacts to gaining and losing charge. This is an interaction loop, not a guarantee of permanent damage resistance. No charge means no surge; an empty room means fewer Orb sources.
Kinetic Surge buffs Lumina, not Solar Special weapons or an unrelated Heavy. For a boss-damage variant, replace it with a surge matching your Heavy's damage type; the timed-decay plan remains the same.
Fit and fine-tune
Spend energy where it matters.
Use stat mods to fill gaps in the recommended 100 Grenade / 150 Class / 70 Melee / 80 Super spread. Stop adding Grenade mods once the target is met; follow the gearing order above.
Check displayed energy costs on your actual armor. If a large stat mod does not fit, use a smaller one; drop Scout before a core Orb mod or a necessary resistance mod.
Do not add Firepower or Ashes to Assets expecting Healing Grenade kills: the turret is a healing tool.
Avoid mixing in Kickstart spenders without deliberately changing the charge plan; they compete with the surge for your charges.
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Before you launch.
Checklist ticks are for this open page only; they are not saved between visits.
Tell your friends this.
"Play near the healing turret when you can. I'll keep heals up, send Lumina buffs, and call the Well before damage. Still use cover — I can't heal a one-shot."
Small glossary for returning players
Cure: A burst of healing.
Restoration: Healing over time.
Radiant: A Solar weapon-empowering buff.
Scorch: A stacking Solar burn.
Armor Charge: A resource used by certain armor mods; not the same as your armor's mod energy capacity.
Remnant: Lumina's kill-generated pickup, used to load Noble Rounds. It is not an Orb of Power.
REF /
Sources & version notes.
Prepared 23 October 2026. This is a curated build recommendation, not a live connection to the game or a claim of a tested optimal loadout. Set and Exotic descriptions were checked against the references below; exact cooldowns, mod costs, and seasonal availability should be confirmed in game. Older build articles can still contain obsolete stat names.
All layout, styling, and illustration are embedded in this file. No connection, downloaded font, image, or companion file is needed to read it. Source links require internet access.