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, 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.
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.
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 — and Firefly's reload-speed bonus makes that reload near-instant after a precision kill. While those buffed rounds are loaded, the catalyst also pumps every Firefly explosion. So one 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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Everything Ace does is Solar precision-kill flavour — Firefly is Solar, the subclass turns precision kills into Radiant/scorch fuel. | |
| Super | Single-target precision Super; Nighthawk reshapes it into one huge shot that also refunds Super on kill. | |
| Class ability | Auto-reloads Ace to bank Memento Mori bullets without a kill, and repositions between crits. | |
| Movement | Best air control for holding precision lines while kiting a pack. | |
| Melee | Throwing-knife precision kill = Radiant (with Ember of Torches), staying on the precision-kill identity. | |
| Grenade | Sustain/Cure; the gun is the damage, the grenade keeps you alive while you hunt crits. | |
| Aspect 1 | Class ability or precision hits grant reload speed + Weapons stat, stacking ×10 — near-permanent on Ace. | |
| Aspect 2 | Enhances Marksman Golden Gun (increased duration) — more shots per Nighthawk-fed Super. | |
| Fragments | Torches / Empyrean / Solace / Searing | Radiant from the knife, extended by Solar kills, plus melee energy + Firesprites on scorched kills. |
| Exotic armour | Hawkeye Hack: precision final blows cut Super cooldown, and Golden Gun becomes one high-damage shot that refunds Super and explodes. | |
| Weapons | Solar Special + Heavy (MG/Rocket) | Surge-matched Solar special covers heavy-shield targets; Heavy is the boss DPS Nighthawk-Ace doesn't fill once spent. |
Weapons 200 → Super (Nighthawk uptime) → Health 100+ → Class. On Your Mark already pumps Weapons, so reaching 200 turns Ace's primary damage up across the board; Super shortens the Golden Gun cooldown Hawkeye Hack is already chipping at; Class feeds dodge frequency. Archetypes: lean Gunner / Powerhouse (Weapons + Super favoured).
Mods:
Picks (2/3/2): Fever and Chill + Elemental Benevolence — Energy Acceleration + Elemental Daze + That Fresh Bullets Smell — Radiant Shrapnel + Elemental Overdrive
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (5/10) | Heavy Ammo Finder 1e | Increases the effect of all contributions towards the Heavy ammo meter. |
| Heavy Ammo Finder 1e | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Solar Siphon 3e fill | Rapid Solar weapon final blows create an Orb of Power. | |
| Arms (6/10) | Utility Kickstart 3e fill | When 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 fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (6/10) | Solar Resistance 2e fill | Reduces incoming Solar damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Solar Weapon Surge 1e | Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Solar Weapon Surge 1e | Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Solar Weapon Surge 1e fill | Your 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 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Outreach 1e | Reduces 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).