Solaris excels at fighting other vehicles by outmaneuvering them with its high range and mobility that exceeds almost all other vehicles and backs this up with various special abilities.
Solaris is available beginning at HQ4 making it a late-game unit that can not be rushed easily at most ranks. It is best used against enemy ground units as it is even capable of kiting Jaguars as it has more range while they are sieged up and more movement speed while they try to close in. This means that it can deal heavy damage without taking many hits itself.
Using it that way might require a nearby scout unit with high vision range though, as the Solaris attack range currently exceeds its vision range (especially when a gold vehicle attack Boost is used where it can exceed its vision by up to 1.5 cells). Possible way to accomplish this would be to keep a Cyclone in no attack stance close to it as it has a comparably big vision range. Typhoons can also be used for this and come with the additional advantage of helping Solaris defend against avia, its biggest weakness. Last but not least it is also possible to force fire outside its vision range if the position of the enemy units is already know (f.e. through prior scouting).
A good way of knowing if the attack was a hit or not is by paying attention to its passive ability, a chain lightning effect that damages multiple units after each other and puts of a glowing effect where it hits. This glowing effect not only shows the position of enemies that are out of its vision range, but also works against hidden units (for example Jaguars inside a Chameleon's cloud/fog effect).
On top of its passive ability, it also has the active ability to fire off a beam weapon which can one-shot most ground units and heavily damage naval units (it even affects submarines), but has a very long reloading time, meaning that correct timing on its usage is critical. Positioning Solaris well before using it can increase its strength a lot as it will allow it to hit more units at the same time. It is important to note though that this beam does not have unlimited range, meaning that the closer you get to the enemy, the more of a risk it is to use, but also the more of its ability range can be used.
Solaris also has the ability to hover over the water, giving it similar freedom of movement as Delta with the added bonus of being completely immune to both mines and torpedoes, meaning that Naval Platforms can not hurt them at all, while Barracuda needs to surface and use its rockets against it and Vikings are limited to only using their Gun against it. It is possible to use its speed to outmaneuver Alligators in such a way that they can be fought 1 by 1 instead of all at once.
It is worth mentioning here, that when using Solaris with navy, it is recommended to go for more Poseidons than usually to guarantee better anti air support on top of being very well suited to soak up damage that would otherwise hit Solaris.
All in all it is a unit that profits a lot from planning ahead carefully.
Very mobile
Very high range
Very high damage
Ignores mines
Can move both on water and land
Vulnerable to avia
Low vision range