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Solar

Ace of Spades — Funeral Pyre (Hunter)

Precision-kill ad-clear engine that pays its own Super back
✓ Manifest Kinetic · Primary · 140 RPM · No intrinsic champion

Weapon: Ace of Spades (Hand Cannon · Primary · Kinetic) · Subclass: Gunslinger · Role: Precision-kill ad-clear engine that pays its own Super back Sandbox: 9.7.0 · Created 2026-06-16

One hand cannon that does two things every other Ace user picks between: Memento Mori for the damage spike, Firefly for the chain-clear. The catalyst welds them — Firefly hits harder while Memento Mori is loaded — and Celestial Nighthawk turns the resulting wall of precision kills into a Golden Gun that's almost always charged. Headshot, explosion, headshot, explosion, Super, repeat.

The weapon

Memento Mori (intrinsic, verbatim):

Reloading after a kill loads magazine with a few extra-damage bullets. Grants radar while aiming down sights.

Firefly (weapon perk, verbatim):

Precision kills with this weapon increase reload speed and cause the target to explode, dealing Solar damage to nearby enemies.

Catalyst — Funeral Pyre (verbatim):

Firefly deals more damage while Memento Mori is active.

What it does: Ace is a 140 RPM Adaptive hand cannon. Land a kill, reload, and the next several rounds are Memento Mori bullets that hit noticeably harder (Firefly's reload-speed bonus makes that reload near-instant after a precision kill). While those buffed rounds are loaded, the catalyst also pumps up every Firefly explosion. So a single precision kill detonates the corpse for Solar AoE, that AoE softens the pack, the next headshot kills and re-triggers Firefly, and the whole time you're firing extra-damage bullets. It's a self-sustaining precision-kill loop where the gun reloads, buffs, and clears for you — you just keep hitting crits.

Loadout

SlotPickWhy
SubclassGunslinger (Solar Hunter)Everything Ace already does is Solar precision-kill flavour — Firefly is Solar, the subclass turns precision kills into Radiant/scorch fuel.
SuperGolden Gun: MarksmanSingle-target precision Super; Nighthawk reshapes it into one huge shot that also refunds Super on kill.
Class abilityMarksman's DodgeAuto-reloads the equipped weapon — instantly reloads Ace to bank Memento Mori bullets without a kill, and repositions between crits.
MeleeLightweight KnifeThrowing-knife precision kill = Radiant (with Ember of Torches loop), staying on the precision-kill identity.
GrenadeHealing GrenadeSustain/Cure; the gun is the damage, the grenade keeps you alive while you hunt crits.
Aspect 1On Your MarkClass ability or precision hits grant reload speed + Weapons stat, stacking ×10 — Ace lands precision hits constantly, so this is near-permanent extra weapon damage and faster reloads.
Aspect 2Knock 'Em DownEnhances Marksman Golden Gun (increased duration) — squeezes more shots out of every Nighthawk-fed Super.
FragmentsEmber of Torches, Ember of Empyrean, Ember of Solace, Ember of SearingTorches → Radiant from the knife; Empyrean → Solar kills (Ace's Firefly explosions count) extend Radiant/Restoration; Solace lengthens those buffs; Searing → scorched-target kills give melee energy + a Firesprite.
Exotic armourCelestial Nighthawk (Helmet)Hawkeye Hack: precision final blows reduce Super cooldown, and Golden Gun becomes one high-damage shot whose kills refund Super and explode. Ace is a precision-kill firehose → Super charges fast → Nighthawk shot deletes the one thing Ace can't.
Other weapon 1Special: a Solar Special weapon (e.g. a Solar fusion or sniper)Surge-matched Solar; Firefly/Empyrean want Solar in the air, and it covers the heavy-shield targets Ace's primary rounds chew slowly.
Other weapon 2Heavy: Machine Gun or RocketBoss/heavy DPS — the role Nighthawk-Ace deliberately doesn't fill once it's spent its Super.

Why this works (the mechanics)

Stats & mods

Priority: Weapons 200 → Super (for Nighthawk uptime) → Health 100+ → Class. On Your Mark already pumps Weapons, so reaching 200 turns Ace's primary damage up across the board; Super stat shortens the Golden Gun cooldown that Hawkeye Hack is already chipping at; Class feeds dodge frequency for the reload/On-Your-Mark loop.

Archetypes: lean Gunner / Powerhouse pieces (Weapons + Super favoured).

Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
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 (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)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.
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.
Outreach 1eReduces melee cooldown when using your class ability.

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: adding weapon damage on top of Radiant. (Note: Ace's *direct* impact is Kinetic; but the explosions; the Special are Solar.