
Destiny 2's Season of the Haunted has completely reworked all Solar subclasses. Gunslingers, Dawnblades, and Sunbreakers have all been converted from the original subclass branch system into the more recent Aspects and Fragments system.
RelatedDestiny 2: Every Buff And Debuff Explained
Learn how to use buffs and debuffs to drastically increase your damage output.
PostsIntroduced with Stasis, Aspects and Fragments allow you to pick exactly how you want your character to behave. Pick from multiple build-defining traits, powerful passive bonuses, and a plethora of abilities to create the ultimate Guardian. This guide will walk you through what Solar 3.0 is, the core fundamentals of what makes Solar special, and we'll cover every Aspect tied to this element. We'll also showcase what each Solar Fragment does for all Solar subclasses.
Updated June 5, 2024, by Charles Burgar: Dawnblades have some new tools to play with in The Final Shape. Solar buddies are now a thing through the new Hellion Aspect, and the classic Radiance Super from the original Destiny is back in the form of Song of Flame. We have updated this guide to include information on the Dawnblade's new Super and Aspect.
What Is Solar 3.0?
Solar 3.0 is an overhaul to Destiny 2's Solar subclasses—Gunslinger Hunter, Dawnblade Warlock, and Sunbreaker Titan. All Solar subclasses now use Aspects and Fragments to dictate their functionality, similar to how Stasis and Void work. Instead of choosing between one of three subclass trees, you'll get to choose between multiple Supers, grenades, melee abilities, and two Aspects. The Aspects you select determine how many Fragments you can allocate.
Solar 3.0 is a net buff for all subclasses. Gunslingers can now buff weapon damage reliably. Dawnblades have more movement tools than ever before. And Sunbreakers have more ways to disintegrate hordes of enemies. A few nodes from the previous system have been removed with this 3.0 conversion, although most of Destiny's iconic Solar passives have been preserved.
What Are Aspects And Fragments?
Aspects are class-specific perks that introduce additional functionality to your subclass. Each Solar subclass has access to three Aspects exclusive to them, but you can only equip two of them at once. Aspects range from powerful passive bonuses to new movement abilities you can use mid-combat. Each Aspect also comes with a certain number of Fragment slots, denoted by a number of pips under the Aspect's image.
Fragments are class-agnostic passives that help flesh out your subclass. All Solar classes can use all Solar Fragments. For example, a Gunslinger and Sunbreaker could both use the Tempering Fragment to buff their in-air effectiveness. Fragments aren't as powerful as Aspects, yet you can equip far more of them on average.
Fragments can also affect your character's stats positively or negatively. For example, a utility-focused Fragment might grant +10 Recovery to make it more enticing for Warlock builds. Conversely, a powerful Fragment could drop your Discipline by -10.
Return to Quick Links
Unlocking Solar 3.0
Veteran Destiny players will have Solar 3.0 automatically unlocked upon logging in. New Lights will need to unlock Solar 3.0 through the New Light tutorial. Solar Aspects, Fragments, and grenades may all be purchased from Ikora Rey at the Tower. Each item costs a small sum of Glimmer.
Return to Quick Links
RelatedDestiny 2: A Complete Guide To Void 3.0
Learn how to use Void's Aspects, Fragments, and various keywords to create the ultimate build.
PostsSolar Keywords Explained
Subclasses in Destiny 2 feature keywords, verbs that are shorthand for a unique buff or interaction. When you hover over a Solar Aspect or Fragment, you might see a particular word highlighted. That's a keyword. Certain subclass features and Exotics can utilize that keyword to great effect or alter it. Let's go over what these keywords mean:
Buffs
Cure
You are instantly healed. Higher Cure stacks grant more HP.
Effectiveness is halved in PvP.
Radiant
Your weapons deal 25% increased damage to foes, reduced to 10% in PvP. Counts as an empowered buff.
Counters Barrier Champions
Restoration
You continuously regenerate health and shields over time. This regeneration cannot be interrupted.
Effectiveness is halved in PvP.
Debuffs
Scorch
The target takes constant damage over time, preventing HP regeneration. Higher stacks inflict a stronger DoT. Scorch passively decays over time.
If a target reaches 100 Scorch stacks, they will lose their Scorch stacks and trigger an Ignition.
Ignition
The enemy violently explodes, dealing immense damage to everything caught in the blast radius.
Staggers Unstoppable Champions.
Subclass Pickup
Firesprite
A flaming well of energy that grants 10% grenade energy. Firesprites only spawn for the creator.
Use certain Solar Fragments to spawn Firesprites.
Cure Explained
Cure Values
Stacks
PvE
PvP
Cure x1
60 HP
30 HP
Cure x2
120 HP
60 HP
Cure x3
230 HP
90 HP
Cure is an instant heal that restores a set amount of health and shields. Higher Cure stacks restore a greater amount of health and shields. This effect works in PvE and PvP, although the effects of Cure are diminished in the Crucible. It is the Dawnblade Warlock's specialty.
For reference, Guardians have 100 HP at all Resilience levels and around 115-130 shields. Assuming your Guardian has T0 Resilience, you'll have 215 total health. This means a Cure x1 source would heal you for around 28% of your total health in PvE. Since Cure heals a flat amount of health, it does not scale with higher Resilience values.
Some common Cure sources include:
Cure x1
Healing Grenade, Icarus Dash Multikills
Cure x2
Healing Grenade with Touch of Flame
Cure x3
Healing Grenade with Touch of Flame and Heat Rises
read moreRestoration Explained
Restoration Values
Stacks
PvE
PvP
Restoration x1
35 HP per second
17.5 HP per second
Restoration x2
50 HP per second
25 HP per second
Restoration regenerates your health and shields at a fixed rate that cannot be interrupted. This effect has a four-second duration by default, six with Ember of Solace. Recovery does not affect the Restoration stat, although Recovery's passive health regeneration and Restoration can be active simultaneously. It is the Sunbreaker Titan's specialty.
Stacking Restoration effects will only reset your current cooldown—Restoration sources do not stack to provide stronger healing benefits. For example, you cannot stack multiple Restoration x1 sources to achieve Restoration x2. Restoration works in PvE and PvP, although its regeneration effect in the Crucible is cut in half.
Well of Radiance appears to give a hidden Restoration x3 effect that can be extended with Ember of Empyrean.
Common sources of Restoration include:
Restoration x1
- Healing Grenade
- Sol Invictus and Loreley Splendor
Restoration x2
- Healing Grenades with Touch of Flame
- Phoenix Dive with Heat Rises
Radiant Explained
While Radiant, your weapons pierce Barrier Champion shields.
Radiant Values
PvE
PvP
25%
10%
Radiant increases the damage of all weapons for ten seconds, reduced to eight seconds if Radiant was obtained through Ember of Torches. The duration of Radiant can be extended to 15 seconds (12 with Torches) through the Ember of Solace Fragment. This effect works in PvE and PvP, although the effect's magnitude is lower in the Crucible. This is the Gunslinger Hunter's specialty.
Consult our buffs and debuffs guide to learn how Radiant behaves with other buffs.
Common sources of Radiant include Lightweight Throwing Knives, Acrobat's Dodge, Ember of Torches, and Well of Radiance.
read moreScorch Explained
Scorch Damage Values
Stacks
PvE
PvP
Scorch x10
373 per tick
3 per tick
Scorch x20
519 per tick
3.75 per tick
Scorch x30
666 per tick
4.5 per tick
Scorch x40
812 per tick
5.25 per tick
Scorch x50
959 per tick
6 per tick
Scorch x60
1,133 per tick
6.9 per tick
Scorch x70
1,284 per tick
7.69 per tick
Scorch x80
1,434 per tick
8.46 per tick
Scorch x90
1,584 per tick
9.23 per tick
*PvE values were obtained by damaging Carl in The Conflux Lost Sector with Skyburner's Oath at 1,600 Power.
Scorch is a damage-over-time effect that increases in magnitude with each source of Scorch applied. Every source of Scorch will inflict between 5-60 Scorch stacks on the target, damaging them with Solar damage every 0.5 seconds. This burn rapidly decays if Scorch has not been inflicted on the target recently—4.5 seconds in PvE and 2 seconds in PvP. Scorch stacks cap out at 100, at which point the target will trigger an Ignition—Destiny's terminology for a Solar explosion. Every class can Scorch targets.
Your Scorch's damage is determined by the number of stacks the target has. From my own PvE testing, it appears that Scorch has a mostly linear curve when it comes to scaling damage. Every ten stacks will add around 146 damage base damage in PvE, scaled through your Power and certain Exotics (notably Dawn Chorus and Winter's Guile for Warlocks). Scorch will deal an additional 2.5% damage if you have 60 or more stacks on the target.
Scorch cannot kill someone in the Crucible.
Not mentioned anywhere in-game, the first instance of Scorch you inflict on a target will count as damage from the application source. For example, if you used the Warlock's Incinerator Snap to Scorch a foe, that Scorch is now tagged as 'melee' damage, even if you add extra Scorch through other sources like Solar Grenades or Incandescent. If you proc an Ignition, that explosion will also count as a 'melee' kill, which can trigger effects like Sunbracers.
This also means that Scorch can be indirectly buffed through Exotics. Some Exotics are meant to buff Scorch directly—notably Dawn Chorus for Warlocks—but this applies to neutral game Exotics as well. If you had Synthoceps equipped and inflicted Scorch via a melee ability, that Scorch effect would deal 150% more damage. And that applies to the Ignition as well, provided you trigger one.
Notable sources of Scorch include most Solar abilities, Sunspots, Skyburner's Oath, and the Incandescent perk.
read moreIgnition Explained
Ignitions stun Unstoppable Champions.
Ignite Damage Values
PvE
PvP
36,144
120
Ignition is a debuff that causes the afflicted target to explode, dealing massive damage over an eight-meter radius. You can Ignite targets through certain abilities, Exotics, or by inflicting 100 Scorch stacks onto a target. Ignitions deal enough damage to kill rank-and-file enemies in PvE in all activities, even Grandmaster content. This effect has a short cooldown between activations. All classes can Ignite.
If the Ignition was triggered via Scorch stacks, the target will lose all Scorch stacks once the Ignition occurs.
An Ignition does not experience damage falloff in PvE, but it does inside the Crucible. You can indirectly mitigate this with the Ember of Eruption Fragment. When an Ignite occurs, damage scalars impacting your abilities can amplify the Ignite's AoE damage. For example, if you use Synthoceps and have its 150% damage buff active, Ignites created through your melee ability will deal 150% more damage. In PvP, Ignites are powerful but can't one-shot Guardians on their own.
Common sources of Ignite include the Titan's Consecration Aspect, the Hunter's Gunpowder Gamble grenade, and the Ember of Combustion Fragment.
read moreFiresprites Explained
Firesprites are Solar wells of energy that grant 10% grenade energy when grabbed. Any Firesprite created are generated for the creator only and linger for 12 seconds; they are not shared among fireteam members. All Solar subclasses can generate Firesprites.
Some Solar Fragments allow players to spawn Firesprites, notably Ember of Tempering, Combustion, and Searing.
read moreAll Sources Of Scorch
Each ability section of this guide also lists Scorch stacks when applicable. This section is intended to be a quick reference point for buildcrafting. If you're new to Solar 3.0, consider skipping this section.
Not all sources of Scorch are created equal. Some abilities or Exotics inflict far more Scorch than you might expect. Most abilities state that they apply a minor, moderate, or heavy amount of Scorch. In general, these abilities inflict the following Scorch stacks:
- Slightly: 5-20 Scorch stacks
- Moderately: 40 Scorch stacks
- Heavily: 60 Scorch stacks
Grenades
Grenade
Scorch Stacks
Base
Scorch Stacks
Ember of Ashes
Swarm
5 per nanite
45 total
8 per nanite
72 total
Thermite
10 per wave
40 total
20 per wave
80 total
Firebolt
20 on hit
30 on hit
Solar
20 on impact
14 per second
30 on impact
21 per second
Fusion
40 on detonation
60 on detonation
Tripmine
40 on detonation
60 on detonation
Incendiary
60 on detonation
90 on detonation
Most grenades won't trigger an Ignite on their own, although it is possible to combo a grenade with another ability to cause an explosion. For example, Hunters can use the Incendiary Grenade with Knife Trick to inflict an Ignite with ease. Warlocks can use Starfire Protocol to rapidly throw two Fusion Grenades. Buffed with Ember of Ashes, both grenades will trigger an Ignition.
read moreMelee Abilities
Melee Ability
Scorch Stacks
Base
Scorch Stacks
Ember of Ashes
Celestial Fire
(Warlock)
10 per projectile
30 total
15 per projectile
45 total
Incinerator Snap
(Warlock)
20 per projectile, 100 total
Halved in PvP
30 per projectile, 150 total
Halved in PvP
Knife Trick
(Hunter)
20 per knife
60 total
30 per knife
90 total
Roaring Flames Punch
(Titan)
30 per uncharged melee
40 per uncharged melee
Consecration
(Titan)
40 (Solar wave)
60 (Solar wave)
Hammer Strike
(Titan)
40 on hit
60 on hit
Incinerating Snap is the only melee that can Ignite on its own. Ember of Ashes makes it far easier for Incinerating Snap to Ignite targets, and it makes Knife Trick capable of inflicting 90 Scorch stacks onto a target. Titans can also inflict Scorch with their uncharged melee attacks while Roaring Flames is active.
read moreClass Abilities
Class Ability
Scorch Stacks
Base
Scorch Stacks
Ember of Ashes
Hellion
(Warlock)
30 per Hellion projectile.
45 per Hellion projectile.
Phoenix Dive
(Warlock)
40 while Heat Rises is active.
60 while Heat Rises is active.
read moreExotics And Perks
Weapons And Perks
Weapon Source
Scorch Stacks
Base
Scorch Stacks
Ember of Ashes
Prometheus Lens
0.67 per hit
1.34 per hit
Skyburner's Oath
5 per hipfire shot
10 per hipfire shot
One Thousand Voices
10 per explosion
15 per explosion
Sunshot
10 per explosion
15 per explosion
Tommy's Matchbook w Catalyst
15 per hipfire shot
20 per hipfire shot
Incandescent
30 on activation
40 on activation
45 if enhanced
Ember of Char
40 on Ignition
60 on Ignition
Polaris Lance
40 on Perfect Fifth explosions
60 on Perfect Fifth explosions
Two-Tailed Fox
60 on Solar rocket detonation
90 on Solar rocket detonation
Dragon's Breath
Inconclusive. Can trigger two Ignitions with x5 Fuel stacks.
Inconclusive
Exotic Armor
Armor
Scorch Stacks
Base
Scorch Stacks
Ember of Ashes
Chromatic Fire
(Warlock)
15 on Kinetic precision kill explosion
Solar subclass only
20 on Kinetic precision kill explosion
Solar subclass only
Dawn Chorus
(Warlock)
30 on Daybreak hit
40 on Daybreak hit
The Bombardiers
(Hunter)
40 on bomb detonation (Solar subclass only)
60 on bomb detonation (Solar subclass only)
Pyrogale Gauntlets
(Titan)
40 on Burning Maul waves
Cyclones inflict 6 Scorch per second
60 on Burning Maul waves
Cyclones inflict 10 Scorch per second
Caliban's Hand
(Hunter)
60 on Proximity Throwing Knife detonation
60 on Proximity Throwing Knife detonation
Khepri's Horn
(Titan)
60 on Barricade wave hit
Reduced to 30 in PvP
90 on Barricade wave hit
Reduced to 45 in PvP
Exotics that inflict burns must specify that they Scorch targets to benefit from Solar 3.0 keywords. For example, the burn inflicted by Ticuu's Divination is not a Scorch debuff, preventing it from synergizing with any Solar 3.0 Aspects and Fragments. Any Exotics or perks not mentioned in the tables above do not count as a source of Scorch.
All Hunter dodges apply the same 40 Scorch stacks while The Bombardiers Exotic is equipped. Dawn Chorus causes your Scorch stacks to deal three times as much damage, and it buffs the Daybreak Super to inflict 30 Scorch stacks per projectile. As with all other Scorch sources, you can increase the number of stacks applied through the Ember of Ashes Fragment.
Return to Quick Links
read more RelatedDestiny 2: Ability Cooldowns And Super Tiers Explained
This guide covers all ability cooldowns in Destiny 2, what Super tiers are, and the best ways of earning Super energy.
PostsSolar Grenades
Firebolt Grenade
Grenade Type
Lock On Projectiles
Cooldown
1:04
Scorch
Inflicts 20 (+10) Scorch on hit
Properties
Releases bolts to nearby targets
Firebolt Grenades detonate on contact, creating a brief ring of flame. Any targets caught inside the Firebolt ring will be damaged by a flaming bolt, dealing small damage while inflicting 20 Scorch (30 with Ember of Ashes). To compensate for its low damage output, FIrebolt Grenades have a short cooldown of 64 seconds. Up to three targets may be damaged by a Firebolt Grenade, increased to four with the Warlock's Touch of Flame Aspect.
Fusion Grenade
Grenade Type
Explosive Projectile
Cooldown
1:13
Scorch
Inflicts 40 (+20) Scorch on detonation
Properties
Heavy aim assist, delayed explosion
Throw out a projectile that magnetizes towards the target, exploding after a short delay. Anyone caught in the blast radius suffers 40 Scorch stacks (60 with Ember of Ashes). Warlocks can use the Touch of Flame Aspect to trigger two detonations from a Fusion Grenade. This is a great way to make Starfire Protocol a useful DPS Exotic in endgame PvE content.
Healing Grenade
Grenade Type
Projectile, Lingering Pickup
Cooldown
1:31
Heal
Grants x2 Cure, pickup grants x1 Restoration
Properties
Grants Cure on impact, Restoration when grabbed
Healing Grenades stick to any surface they contact, granting x2 Cure to anyone near the impact radius while creating a sphere of bright light that temporarily lingers. Anyone who walks over the sphere gains four seconds of x1 Restoration, extended to six seconds with Ember of Solace.
Warlocks with the Touch of Flame Aspect will grant x3 Cure on impact and x2 Restoration instead. Consuming the grenade through Heat Rises also triggers a stronger Cure effect.
Incendiary Grenade
Grenade Type
Bouncing Projectile, Explodes
Cooldown
1:45
Scorch
Inflicts 60 (+30) Scorch on detonation
Properties
Bounces once before detonation
Incendiary Grenades bounce once before exploding, inflicting 60 Scorch to targets caught in the blast radius. Incendiary Grenades deal high damage and feature a large blast radius, making them an excellent tool for quickly eliminating groups of enemies in PvE or applying pressure in the Crucible. Pair this grenade with Scorch melees (Incinerating Snap, Knife Trick, etc.) to force an Ignition.
Solar Grenade
Grenade Type
Lingering AoE
Cooldown
2:32
Scorch
Inflicts 20 (+10) Scorch on contact, 14 (+7) Scorch per second
Properties
Lingers for 4 seconds on impact
Scorch Grenades detonate on impact, creating a sphere of Solar energy that lasts for four seconds (six with Touch of Flame). Anyone caught in the initial detonation will suffer from 20 Scorch stacks, and anyone who stays inside the AoE effect will suffer from 14 Scorch stacks per second.
Warlocks can enhance this grenade with the Touch of Flame Aspect, causing the grenade to spew out lava blobs that deal high damage.
Only one Solar Grenade can damage a target at a time, even if multiple grenades overlap. This does not apply to lava blobs generated from the Warlock's Touch of Flame Aspect.
Swarm Grenade
Grenade Type
Multi-Projectile Grenade, Tracking
Cooldown
1:31
Scorch
Inflicts 5 (+3) Scorch per nanite (40 total, 72 with Searing)
Properties
Spawns 9 nanites with tracking capabilities
Swarm Grenades split into nine nanites on contact, floating in a tight cluster. The nanites will track any enemies that get near the cluster, dealing minor damage while inflicting x5 Scorch stacks. Assuming all nanites hit the same target, a Swarm Grenade can inflict up to 45 Scorch stacks, increased to 72 with Ember of Searing.
Thermite Grenade
Grenade Type
Line-Shaped AoE
Cooldown
2:01
Scorch
Inflicts 10 (+10) Scorch per pulse
Properties
Pulses 4 times, damaging targets in a line
Toss a grenade that detonates on impact, creating a fissure of flame that highly damages targets. Thermite Grenades pulse four times before dissipating, releasing a wave of flame once per second. Each wave inflicts 10 Scorch, increased to 20 with Ember of Ashes.
Tripmine Grenade
Grenade Type
Motion-Detecting Trap
Cooldown
2:01
Scorch
Inflicts 40 (+20) Scorch on detonation
Properties
Detonates when motion is detected, explodes in a line-shaped AoE
Throw an explosive trap that projects a faint laser, lasting for ten seconds. Any enemies that walk past your Tripmine Grenade will cause the grenade to arm, detonating after a short delay. This line-shaped explosion inflicts 40 Scorch stacks and deals heavy damage. Perceptive Guardians can shoot the Tripmine Grenade to destroy it.
Hunters can use the Young Ahamkara's Spine Exotic gloves to greatly improve the Tripmine Grenade's HP while removing all damage falloff from the explosion.
Return to Quick Links
read moreSolar Melee Abilities
(Hunter) Knife Trick
Melee Type
Projectile
Cooldown
1:22
Scorch
Inflicts 20 (+10) Scorch per knife (60 + 30 total)
Properties
Throws three burning knives
Knife Trick throws out three knives that fan out in a wide cone, inflicting 20 Scorch on contact. It's possible to land all three knives on the same target if you're at point-blank range, allowing Knife Trick to inflict 60 Scorch stacks while dealing heavy damage. With Ember of Ashes equipped, you can inflict up to 90 Scorch with a single melee. Pair this with Ophidian Spathe for consistent Ignitions.
(Hunter) Lightweight Knife
Melee Type
Projectile, Utility
Cooldown
1:40
Properties
Precision hits grant Radiant for 10 seconds
Throw a precise throwing knife that can deal precision damage. Landing a precision hit with this melee grants Radiant for 10 seconds (15 with Ember of Solace). Unlike Weighted Throwing Knife, Lightweight Knife doesn't have a wind-up animation and deals less damage.
(Hunter) Proximity Explosive Knife
Melee Type
Projectile, Explosive
Cooldown
1:51
Properties
Attaches to surfaces and detonates when targets approach
The Proximity Explosive Knife is similar to the Tripmine Grenade. This knife attaches to surfaces and detonates when enemies approach, dealing moderate damage over a small radius. While this melee doesn't inflict Scorch on its own, the Caliban's Hand Exotic causes the Proximity Explosive Knife to inflict 60 Scorch stacks on detonation and a full Ignition from kills.
(Hunter) Weighted Throwing Knife
Melee Type
Projectile
Cooldown
2:17
Properties
Precision kills refund your class ability; hitting a Scorched target triggers an Ignition
After a short wind-up animation, you'll throw a weighted knife capable of dealing precision damage. A precision final blow will fully refund your class ability, even if you have Acrobat's Dodge equipped. Hitting a Scorched target with this melee ability will cause the target to Ignite, giving this melee some add-clearing potential when paired with the right grenade or any weapon with Incandescent.
(Titan) Hammer Strike
Melee Type
Shoulder Charge
Cooldown
1:41
Scorch
Inflicts 40 (+20) Scorch on impact
Properties
Defeated targets Ignite
After sprinting for a short time, pressing your melee input will perform a shoulder charge. Any targets you hit will take heavy damage and suffer from 40 Scorch stacks. If the target dies from your Hammer Strike, it will Ignite instead, dealing massive damage to any nearby enemies. This ability does not consume your melee charge if it fails to connect with a target, making Hammer Strike a solid movement tool.
(Titan) Throwing Hammer
Melee Type
Projectile
Cooldown
1:30
Properties
Picking up the hammer resets your melee cooldown, granting Cure if it hit an enemy
Throw a small hammer at your reticle, lingering on the battlefield after use. Grabbing your Throwing Hammer will reset your melee cooldown, allowing you to throw your hammer again. If your hammer hit an enemy beforehand, grabbing it will also grant x1 Cure. Throwing Hammer is an exceptionally powerful melee ability for single-target DPS, especially if buffed through Synthoceps, One-Two Punch Shotguns, and the Roaring Flames Aspect.
Once you pick up your hammer, there is a one-second delay before you can throw it again.
(Warlock) Celestial Fire
Melee Type
Projectile
Cooldown
1:52
Scorch
Inflicts 10 (+5) Scorch per projectile (30 + 15 total)
Properties
Release three tracking projectiles
Release three projectiles that aggressively track targets for a short distance. Tracking intensity and damage fall off with distance.
(Warlock) Incinerating Snap
Melee Type
Projectile
Cooldown
1:23
Scorch
Inflicts 20 (+10) Scorch per projectile (100 + 50 total)
Properties
Releases five short-ranged projectiles that Scorch targets
Snap your fingers to spawn five short-lived embers. These projectiles can only travel a short distance (roughly ten meters) and have minor tracking. Each projectile that hits a target will inflict 20 Scorch, allowing Incinerating Snap to fully Ignite a target if all five projectiles hit. Both the projectile and the subsequent AoE inflict 20 Scorch, allowing you to force an Ignite if you aim at the feet of an enemy before casting.
Incinerating Snap's Ignite proc counts as a melee kill, allowing it to trigger effects like Swashbuckler, Karnstein Armlets, and Sunbracers.
Return to Quick Links
read moreSolar Supers
(Hunter) Blade Barrage
Super Type
One And Done
Cooldown
7:35
Properties
Releases two volleys of explosive knives
Leap into the air and release two sets of explosive knives, dealing massive damage if concentrated onto a single target. This Super releases 16 knives, increased to 20 if the Knock 'Em Down Aspect is equipped. When paired with the Star-Eater Scales Exotic, Blade Barrage is the highest burst DPS Super in the game.
(Hunter) Golden Gun - Deadshot
Super Type
Roaming
Cooldown
9:16
Duration
Super Drain: 10 seconds
Rounds: 6 shots
Properties
225 RPM, refunds a bullet when an Ignition is created
Manifest a flaming version of The Last Word that deals massive damage for six shots. This version of Golden Gun can not land precision damage, but this variant does gain additional shots whenever you trigger an Ignition. An easy way to trigger Ignites is to use the Ember of Combustion Aspect, Igniting targets with each Golden Gun kill. Regardless of your current magazine, this version of Golden Gun will expire after ten seconds.
(Hunter) Golden Gun - Marksman
Super Type
Roaming
Cooldown
9:16
Duration
Super Drain: 10 seconds (15 with Knock 'Em Down)
Rounds: 3 shots
Properties
140 RPM, headshots spawn Orbs of Power and buff damage
Wield a flaming version of Hawkmoon with three shots. Each round from Marksman Golden Gun can deal precision damage, increasing the damage of your next Golden Gun shot per headshot you land. Each headshot also spawns two Orbs of Power for your allies. This Super lasts ten seconds by default, extended to 15 seconds if the Knock 'Em Down Aspect is equipped.
(Titan) Burning Maul
Super Type
Roaming
Cooldown
8:20
Properties
Heavy attacks spawn fire tornados
Burning Maul is a roaming Super that gives you a massive melee weapon. Your light attack causes you to spin forward, damaging targets with multi-hit attacks. The heavy attack slams the maul into the ground, creating a flame tornado that tracks targets for a few seconds. Despite the name and heavy attack description. Burning Maul has no synergy with Solar 3.0 keywords, notably Scorch and Ignite.
With that said, you can augment Burning Maul through the Pyrogale Gauntlets Exotic, turning it into a one-and-done Super. This dramatically increases Burning Maul's damage and creates homing cyclones on impact, dealing constant damage over time.
(Titan) Hammer Of Sol
Super Type
Roaming
Cooldown
9:16
Properties
Hammers can be thrown, exploding on impact
Wield a throwing hammer that explodes on impact, dealing heavy damage to anyone caught in the blast radius. If the Sol Invictus Aspect is equipped, your hammers will spawn Sunspots on impact. Standing in these Sunspots will buff your throwing speed while extending Hammer of Sol's duration.
(Warlock) Daybreak
Super Type
Roaming
Cooldown
9:16
Scorch
Inflict 30 Scorch on projectile impact (if Dawn Chorus is equipped)
Properties
Release explosive projectiles from your Daybreak sword
Wield a flaming sword that releases flaming projectiles with each swing. While Daybreak is active, your glide is swapped for Burst Glide, air control is massively increased, and Icarus Dash gains a second charge if that Aspect is equipped. Daybreak's projectiles also inflict 30 Scorch stacks if the Dawn Chorus Exotic is equipped.
(Warlock) Song Of Flame
Super Type
Roaming
Cooldown
9:16
Scorch
Kinetic and Solar weapons inflict 7 (+3) Scorch per hit.
Properties
Grants homing grenades and a stronger variant of Incinerator Snap for its duration.
While active, you and nearby allies are Radiant and recharge abilities much faster.
Song of Flame is a reprised version of Radiance from the original Destiny. Casting this will empower your Warlock with a new grenade and melee ability for the next 30 seconds. Using either ability will partially drain your Super meter, so its actual duration might be shorter if you're spamming your powers.
You can still use your weapons while in Song of Flame.
Your grenade is a sentient wisp that tracks onto enemies, dealing substantial damage while inflicting Scorch on impact. The wisp will damage multiple targets before it disappears. It has a two-second cooldown.
Your melee is an empowered version of Incinerator Snap, launching seven projectiles with increased damage. You can easily trigger an Ignition if an enemy is caught in the blast. It has a two-second cooldown.
Additionally, you cast an aura around yourself that grants Radiant and Scorching Rounds. All Kinetic and Solar weapons that are used in your presence (including yourself) will deal a small amount of Scorch damage with each hit. Continue to damage the target, and they'll Ignite for a large chunk of damage. This makes Song of Flame an excellent Super for buffing your team's DPS in raids and dungeons.
(Warlock) Well Of Radiance
Super Type
One And Done
Cooldown
7:35
Properties
Create a massive Rift that grants x3 Restoration and Radiant
Plant your Daybreak sword into the ground to project a massive Rift. You and all allies that stand within this Rift gain Radiant, x2 Restoration, and added damage resistance—20% against bosses, 10% against non-boss combatants, and 50% against Special and Heavy weapons.
Exotics that affect your Warlock Rifts also work with Well of Radiance, notably Lunafaction Boots. Killing targets while standing inside your Well of Radiance will count as Super kills, triggering Fragments like Ember of Combustion.
Return to Quick Links
read moreHunter Solar Aspects
CloseOn Your Mark
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times. Activating your class ability immediately grants maximum stacks.
3 Fragment Slots
Knock 'Em Down
Your Solar Supers are enhanced. Golden Gun - Deadshot has increased damage resistance. Golden Gun - Marksman has increased damage resistance and duration, and Blade Barrage launches more projectiles.
While Radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
2 Fragment Slots
Gunpowder Gamble
Defeat targets with abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. When charged, throw a solar explosive that can be shot in midair to cause an ignition.
1 Fragment Slot
On Your Mark
On Your Mark is a reworked version of Chains of Woe, increasing reload speed and handling for yourself and nearby allies with each precision kill. This effect lasts for 12 seconds and can immediately reach maximum stacks upon dodging. You effectively have 100 handling and reload speed while this passive is active. This is also the only Solar Hunter Aspect that grants three Fragment slots.
Knock 'Em Down
Knock 'Em Downgrants 15% damage resistance to both Golden Gun variants, and the three-shot variant lasts 50% longer. Blade Barrage releases two more knives per barrage, increasing its overall area coverage and damage output. Additionally, this Aspect also lets you make an infinite melee loop if you're Radiant—one of Solar 3.0's keywords.
Knock 'Em Down has a 0.2s cooldown before it can restore your melee again.
Consider using Ember of Torches with this Aspect to proc Radiant on a melee hit, refreshing your melee ability on a successful kill.
Gunpowder Gamble
Gunpowder Gamble Stacks
1 Stack
Solar weapon final blows
3 Stacks
Solar final blows on miniboss targets, Scorch kills (PvE)
4 Stacks
Solar ability final blows, Scorch kills (PvP)
6 Stacks
Solar Super final blows
Gunpowder Gamblegives your Gunslinger a new grenade. While equipped, every Solar-related kill will grant stacks of Gunpowder Gamble. At six stacks, your next grenade will be a stick of dynamite. Throwing the dynamite will immediately draw your equipped weapon, letting you shoot the grenade midair to trigger an Ignite. The grenade detonates after a few seconds if it isn't prematurely detonated, and it can stick to surfaces and targets.
The damage is equivalent to a rocket launcher shot in PvE with a large blast radius, and it's comparable to a Tripmine Grenade in PvP. Gunpowder Gamble has a six-second cooldown before you can earn stacks again.
Return to Quick Links
read moreTitan Solar Aspects
CloseRoaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
2 Fragment Slots
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot.
Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
2 Fragment Slots
Consecration
While sliding, activate your charged melee ability to launch a wave of Solar energy forward, damaging and scorching targets in front of you as you leap into the air.
While airborne, activate your charged melee again to slam to the ground and create a second larger wave of damaging Solar energy. If the wave hits a scorched target, they ignite.
2 Fragment Slots
Roaring Flames
Stacks
Damage Bonus
Roaring Flames x1
20%
Roaring Flames x2
40%
Roaring Flames x3
60%
Roaring Flames has been left mostly unchanged from its previous version. Kills with Solar abilities will grant a 20% damage buff for ten seconds. This effect can stack up to three times, each stack refreshing the buff's duration. This bonus damage applies to all Solar abilities, including Supers and the Consecration Aspect.
Sol Invictus
Sol Invictus will cause most Solar final blows to spawn Sunspots, flaming tornados that inflict Scorch to targets inside. Standing in a Sunspot will grant x1 Restoration, and your abilities will recharge 50% faster. Walking out of the Sunspot will cause this buff to persist for five seconds, ten if the Phoenix Cradle Exotic is equipped.
Consecration
Consecrationworks similarly to Howl of the Storm on Stasis, granting a new melee attack while sliding. Pressing the melee input mid-slide will cause your Titan to uppercut the enemy with two hammers, dealing moderate damage while inflicting Scorch. If you press the melee key again while in midair, you'll slam the ground, causing Scorched targets to explode while releasing a wave of energy from your hammers.
This ability deals immense damage and synergizes nicely with Roaring Flames and melee Exotics like Synthoceps. Using this melee attack consumes your melee charge. Kills with Consecration count as melee kills.
Return to Quick Links
read moreWarlock Solar Aspects
CloseIcarus Dash
Press your airborne key to dodge quickly while airborne. While Heat Rises is active, you have an additional dodge. While airborne, rapidly defeating targets with your Super or weapon grants yourself Cure.
2 Fragment Slots
Heat Rises
You can fire weapons, melee, and throw grenades while gliding. Hold your grenade to activate Heat Rises, healing yourself and nearby allies. Consuming a Healing Grenade grants a stronger Cure effect.
Final blows while airborne increase the duration of Heat Rises and grant melee energy.
2 Fragment Slots
Touch Of Flame
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenades have stronger cure and restoration effects. Solar grenades last longer and periodically emit blobs of lava. Firebolt grenades have a larger search radius and maximum target count. Fusion Grenades explode twice.
2 Fragment Slots
Hellion
Activating your class ability will spawn a Solar Soul that orbits around you, lobbing explosive projectiles at foes. Each hit inflicts 30 (+15) Scorch. Lasts 20 seconds.
2 Fragment Slots
Icarus Dash
Icarus Dashhas been left untouched with Solar 3.0. Pressing a dedicated key will cause your Warlock to dash in the direction you're moving, granting you a small burst of momentum. You can use this dash midair. Icarus Dash has a four-second cooldown between uses. If you have Heat Rises or Daybreak active, Icarus Dash may be used twice before it enters cooldown.
Icarus Dash works best when you're already carrying a lot of momentum, so consider using Burst Glide with this Aspect to quickly build up speed. Triple kills also grant a Cure x1 effect to yourself while airborne.
Heat Rises
Heat Rises allows you to fight while gliding at all times and grants +20 airborne effectiveness passively. Additionally, you can consume your grenade to activate Heat Rises, a buff that grants +50 to a gun's in-air effectiveness stat, granting a total of +70 airborne effectiveness to all weapons. Defeating targets midair will extend the duration of Heat Rises and grants 20% melee energy.
Pair this Aspect with the Sunbracers Exotic to throw a never-ending chain of melee abilities and Solar Grenades. You can also use this ability in PvP to trigger a panic heal for yourself and nearby allies, granting Cure x1. Healing Grenades grant Cure x2, and Healing Grenades with Touch of Flame grant Cure x3.
Touch Of Flame
Grenade Buffs
Firebolt
Larger targeting radius, targets an additional enemy
Fusion
Detonates twice
Healing
Grants x2 Restoration
Solar
Lasts 6 seconds and spews magma blobs
Touch of Flame buffs a few of your Warlock grenades. Healing grenades provide much more effective healing. Solar grenades spew out smaller solar grenades that deal solid damage. Firebolt grenades become far more consistent, and Fusion Grenades detonate twice. The cooldowns for each grenade are left unchanged.
Hellion
Hellion is the Dawnblade's 'Solar Buddy' Aspect. Using your class ability (Rift of Phoenix Dive) will create a Solar Soul that will follow your character for 20 seconds. Throughout that duration, the Hellion will automatically attack anything within your line of sight, lobbing magma projectiles in a steep arc from your location toward the foe. It's effectively a mobile artillery piece.
Each projectile inflicts 30 Scorch stacks, increased to 45 with Ember of Ashes. If the target survives the first few blasts, they will eventually trigger an Ignition. This makes Hellion a fantastic backup DPS option in PvE content, and its curved arc makes it an effective counter to Titan Barricades in PvP.
Return to Quick Links
read moreAll Solar Fragments
This section covers what each Fragment does. For a ranking of each Solar Fragment, see our Solar Fragments tier list.
Ember Of Mercy
Ember of Mercy: When you revive an ally, you and other nearby allies gain restoration. Picking up a Firesprite grants restoration. +10 Resilience.
Reviving an ally grants you and all nearby allies x1 Restoration for two seconds, extended to three seconds with Ember of Solace. This Fragment also grants x1 Restoration for two seconds upon grabbing a Firesprite, which is affected by Ember of Solace.
Ember Of Resolve
Ember of Resolve: Solar grenade final blows cure you.
Solar Grenade final blows grant x1 Cure, unaffected by Aspects or Fragments. Ember of Resolve does not have an internal cooldown and works in PvE and PvP.
Ember Of Singeing
Ember of Singeing: Your class ability recharges faster when you Scorch targets.
After you inflict Scorch onto a target, your class ability will recharge 300% faster. Increasing your class ability stat—Mobility for Hunters, Resilience for Titans, and Recovery for Warlocks—will enhance Singeing's regeneration speed. Any source of Scorch can trigger this effect, including Exotic weapons like Skyburner's Oath.
Ember Of Benevolence
Ember of Benevolence: Applying Restoration, Cure, or Radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration. -10 Discipline.
Buffing your allies with any Solar 3.0 effect will trigger Ember of Benevolence, increasing ability regeneration by 400% for six seconds. Unlisted in the description, anysource of health regeneration can trigger this Fragment, not just Cure. Some examples include Lumina, Healing Rifts, and Phoenix Cradle. Sources of flat HP—notably Precious Scars and Crest of Alpha Lupi—do not proc Ember of Benevolence.
You can use Heal Clip to activate Ember of Benevolence after every kill. This works in both PvE and PvP.
Ember Of Beams
Ember of Beams: Your Solar Super projectiles have stronger target acquisition. +10 Intellect.
All Supers that release projectiles—Hammer of Sol, Daybreak, and Blade Barrage—will benefit from greatly increased aim assist while this Fragment is equipped. In most instances, your projectiles will bend slightly toward the enemy mid-flight, making it much easier to hit a Moving Target. It's unclear if this Fragment benefits Golden Gun.
Ember Of Empyrean
Ember of Empyrean: Solar weapon or ability final blows extend the duration of Restoration and Radiant effects applied to you. -10 Resilience.
While you are affected by Radiant or Restoration, defeating targets with your Solar weapons or abilities will extend the duration of both effects by four seconds. Unlisted in the description, this Fragment also extends the maximum duration of both buffs to 15 seconds. With enough enemies to fight, it's possible to maintain Radiant and Restoration for minutes at a time.
Previously, Ember of Empyrean would reset your Restoration timer if you received another source of Restoration. This was fixed in Season of the Wish and is no longer an issue.
Ember Of Combustion
Ember of Combustion: Final blows with your Solar Super cause targets to Ignite and spawn a Firesprite. +10 Strength.
Combustion does what you'd expect.Super final blows cause the target's corpse to Ignite, spawning a Firesprite in the process. All Ignite-altering Fragments affect Combustion's on-kill effect. This Fragment also allows Deadshot Golden Gun to refund a bullet after every kill.
There is no cooldown to the Ignitions, although the Firesprite generation has a five-second cooldown between each activation. Ember of Combustion works in PvE and PvP.
Ember Of Torches
Ember of Torches: Powered melee attacks against combatants make you and nearby allies Radiant. -10 Discipline
All charged melee abilities now grant Radiant when they hit a target, lasting eight seconds. Allies within close proximity—an area about the size of a Warlock Rift—will also become Radiant. Despite stating it only works on combatants, Ember of Torches works against enemy Guardians in the Crucible and Gambit.
You can pair this with the Hunter's Knock 'Em Down Aspect to refund your melee ability upon landing a melee final blow. With Ember of Solace or Empyrean equipped, this effect can be further extended to 12/15 seconds, respectively.
Ember Of Char
Ember of Char: Your Solar Ignitions spread Scorch to affected targets. +10 Discipline.
Ignites inflict 40 Scorch on all targets damaged by the explosion, regardless of how far they are from the Ignited target. The Scorch applied is increased to 60 stacks if Ember of Ashes is also equipped.
Ember Of Tempering
Ember of Tempering: Solar weapon final blows grant you and your allies increased recovery for a short duration. Stacks 3 times. While Ember of Tempering is active, your weapons have increased airborne effectiveness and spawn Firesprites on kill. -10 Recovery.
Each stack of Tempering grants one tier of Recovery, the equivalent of ten points. You can stack this buff three times, granting up to +30 Recovery. Beware that the Fragment comes with a Recovery penalty, so the most this Fragment will ever grant is +20 Recovery. All weapons also receive +20 Airborne Effectiveness while Ember of Tempering is active. Airborne Effectiveness does not increase with multiple stacks.
While Ember of Tempering is active, your Solar weapon kills will generate a Firesprite on each kill. You may only spawn a Firesprite this way once every five seconds.
Ember Of Blistering
Ember of Blistering: Defeating targets with Solar Ignitions grants grenade energy.
Each target defeated by an Ignite will grant around 10% grenade energy. Keep in mind that Ignites tend to kill multiple targets per detonation, so the energy returns from this Fragment can be quite substantial in enemy-rich environments.
Ember Of Solace
Ember of Solace: Radiant and Restoration effects applied to you have increased duration.
Radiant and Restoration buffs receive different duration increases with this Fragment. Radiant lasts 15 seconds, reduced to 12 seconds if your source of Radiant is Ember of Torches. Restoration lasts for seven seconds regardless of source. Ember of Empyrean is not affected by this Fragment.
Ember Of Eruption
Ember of Eruption: Your Solar Ignitions have increased area of effect. +10 Strength.
Eruption increases an Ignite's explosion radius from 8 to 10 meters. All Ignite sources benefit from this Fragment, and it makes landing multikills with a single explosion far easier.
Ember Of Ashes
Ember of Ashes: You apply more Scorch stacks on targets.
All sources of Scorch apply 50% more stacks. This affects abilities and weapons that can inflict Scorch in any capacity. For example, Enhanced Incandescent will inflict 45 Scorch instead of 30, allowing you to trigger an Ignite in three kills instead of four.
Ember Of Wonder
Ember of Wonder: Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power. +10 Resilience.
Defeating two or more targets with a single Ignite will spawn an Orb of Power, granting as much Super energy as a Siphon mod on your helmet. This Orb spawns for you and your allies, and it can trigger Orb-related perks and armor mods. This Fragment has an eight-second cooldown before it can trigger again.
Ember Of Searing
Ember of Searing: Defeating Scorched targets grants melee energy and spawns a Firesprite. +10 Recovery.
Each Scorched target you kill will grant around 10% melee energy, making it far easier to recharge your melee ability for all classes. Titans can make great use of this with their Consecration Aspect, allowing them to refund their entire melee if they can defeat five targets in one slam. Warlocks can also use this Fragment to easily recharge Incinerating Snap, making Sunbracers much easier to use.
Additionally, Ember of Searing causes Scorched targets to drop Firesprites on death. This effect may only trigger once every five seconds.
Return to Quick Links
NextDestiny 2: A Complete Guide To Arc 3.0
Learn how to craft the perfect build with Arc 3.0's unique Aspects and Fragments.
Posts