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.
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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Everything Ace already 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 the equipped weapon — instantly reloads Ace to bank Memento Mori bullets without a kill, and repositions between crits. | |
| Melee | Throwing-knife precision kill = Radiant (with Ember of Torches loop), 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 — Ace lands precision hits constantly, so this is near-permanent extra weapon damage and faster reloads. | |
| Aspect 2 | Enhances Marksman Golden Gun (increased duration) — squeezes more shots out of every Nighthawk-fed Super. | |
| Fragments | Torches → 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 armour | 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 1 | Special: 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 2 | Heavy: Machine Gun or Rocket | Boss/heavy DPS — the role Nighthawk-Ace deliberately doesn't fill once it's spent its Super. |
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:
| 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 | 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). Flex/loadout-dependent: adding weapon damage on top of Radiant. (Note: Ace's *direct* impact is Kinetic; but the explosions; the Special are Solar.