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Solar

The Eclipse — Golden Gun: Marksman (Solar Hunter)

Boss deleter

Centerpiece: Celestial Nighthawk (Helmet) · Subclass: Gunslinger · Role: Boss deleter Sandbox: 9.7.0 · Updated 2026-06-29

One shot, one health bar. Celestial Nighthawk compresses your entire Golden Gun into a single apocalyptic round, and Still Hunt lets you fire a second Golden Gun out of your sniper between casts. You spend the add phase feeding Radiant and Orbs, then cash two Nighthawk shots into a boss back to back.

The exotic

Celestial Nighthawk — Hawkeye Hack (Helmet, verbatim):

Precision final blows reduce the cooldown of your Super. Modifies Golden Gun to fire a single, high-damage shot. Targets defeated by that shot give you Super energy and explode.

Nighthawk is the Hunter burst king: it folds the three-shot Marksman Golden Gun into one round that, per the Clarity numbers, deals 650% increased damage and triggers an immediate Ignition. That single shot is the vehicle for the whole build — Radiant, surge mods and the artifact's Solo Operative ramp all multiply into it because they live in separate stacking buckets. The kill clause makes the rotation self-funding: a Golden Gun kill refunds 33% Super energy and detonates the target, and ordinary precision kills drip 1.5–4.5% back depending on enemy rank. Pair it with Still Hunt and both guns become a Nighthawk shot, so you are never more than one trigger pull from deleting an orange bar.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Native home of Golden Gun; the whole kit orbits the Super and Radiant.
SuperGolden Gun: MarksmanPrecision single-shot super — the round Nighthawk turns into a one-shot.
Class abilityMarksman's DodgeReload-on-dodge keeps Still Hunt topped between damage windows.
MovementTriple JumpAir control to hold a clean sightline onto the boss during the DPS phase.
MeleeLightweight KnifeThrowing-knife precision kills proc Radiant via Ember of Torches and refund melee under Knock 'Em Down.
GrenadeHealing GrenadeSustain — the damage comes from the guns, so the grenade just keeps you alive.
Aspect 1Knock 'Em Down"Marksman Golden Gun has increased duration"; while Radiant, Throwing Knife final blows fully refund melee.
Aspect 2On Your MarkPrecision hits stack reload + Weapons stat ×10; final blows at ten stacks cure you.
FragmentsTorches · Empyrean · Searing · SolaceRadiant generation, Radiant/Restoration extension, melee/Firesprite economy and longer buff windows.
Exotic armourCelestial Nighthawk (Helmet)One supercharged Golden Gun shot; kills refund Super and explode — the burst engine.
WeaponsStill Hunt + Incandescent Solar primary + Solar RocketSecond Nighthawk on weapon economy, Scorch spread for the Solar loop, and a rocket the artifact buffs.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Weapons → Health. Max Super for the fastest Golden Gun recharge, Weapons to push the 9.7.0 PvE damage stat onto everything you fire, and Health for survivability during the static DPS animation. Archetypes: Colossus (Super/Health), Powerhouse (Weapons/Super), Paragon.

Mods:

Artifact — Queensfoil Censer

Picks (2/3/2): Fever And Chill + Kindling Trigger — Revitalizing Blast + Anti-Champion Nosecone + Perpetual Destruction — Rays of Precision + Solo Operative

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (9/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Legs (3/10)Solar Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types). Flex/loadout-dependent: the rocket. - **Anti-Champion:** no intrinsic stun on this kit — lean on weapon archetypes (Barrier via Precision/Adaptive; Overload via Rapid-Fire/Lightweight) plus the artifact's Anti-Champion Nosecone (rocket champion damage); Revitalizing Blast (ignite + clears your shield-stun once a champion is stunned).