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Solar

Ace of Spades — Funeral Pyre (Hunter)

Precision-kill ad-clear engine that pays its own Super back
Ace of Spades on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 140 RPM · No intrinsic champion

Centerpiece: 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 · Updated 2026-06-29

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.

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.

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.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Everything Ace 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 Ace to bank Memento Mori bullets without a kill, and repositions between crits.
MovementTriple JumpBest air control for holding precision lines while kiting a pack.
MeleeLightweight KnifeThrowing-knife precision kill = Radiant (with Ember of Torches), 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 — near-permanent on Ace.
Aspect 2Knock 'Em DownEnhances Marksman Golden Gun (increased duration) — more shots per Nighthawk-fed Super.
FragmentsTorches / Empyrean / Solace / SearingRadiant from the knife, extended by Solar kills, plus melee energy + Firesprites on scorched kills.
Exotic armourCelestial Nighthawk (Helmet)Hawkeye Hack: precision final blows cut Super cooldown, and Golden Gun becomes one high-damage shot that refunds Super and explodes.
WeaponsSolar Special + Heavy (MG/Rocket)Surge-matched Solar special covers heavy-shield targets; Heavy is the boss DPS Nighthawk-Ace doesn't fill once spent.
Fragments

Why it works (the mechanics)

Stats & mods

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:

Artifact — Implement of Curiosity

Picks (2/3/2): Fever and Chill + Elemental Benevolence — Energy Acceleration + Elemental Daze + That Fresh Bullets Smell — Radiant Shrapnel + Elemental Overdrive

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 1e fillYour 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).