Weapon: Bad Juju (Pulse Rifle · Primary · Kinetic) · Subclass: Gunslinger · Role: Golden Gun battery — turn a primary into a Super-vending machine Sandbox: 9.7.0 · Created 2026-06-16
Every kill with Bad Juju refills the mag, ramps its damage, and dumps Super energy straight into the bar. Feed that into a Gunslinger wearing Star-Eater Scales and the loop closes on itself: the gun makes the Super, the Orbs it spits overcharge the Super, and a +damage Golden Gun deletes whatever the primary couldn't. A trash primary that prints the most expensive button in the game, faster than anything else can.
The weapon
String of Curses (intrinsic):"Kills refill the magazine, increase damage, and grant Super energy." The exotic line in full: "Kills refill the magazine, increase damage for a short duration, and grant Super energy based on the strength of String of Curses. Fires full-auto."
Catalyst — Unending Curse:"Extends the duration of String of Curses."
String of Curses is a stacking buff that builds as you chain kills without reloading (the magazine refills on kill, so you never stop). The higher the stack, the more Super energy each kill grants — and the damage buff climbs with it. The catalyst makes the stack last longer between kills, so it survives the gaps in an add-clear lull or a reposition. Bad Juju is the single best primary Super-battery in the game: in a dense room it can take a Super from empty to ready in one engagement.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar Hunter)
Golden Gun is the burst Super that wants to be cast constantly — and Star-Eater turns "cast constantly" into "cast for huge bonus damage".
Super
Golden Gun: Marksman
Precision one-shots majors/champions; Knock 'Em Down extends its duration, and a single Bad Juju room can refund it almost immediately.
Class ability
Marksman's Dodge
Full reload on dodge (resets String-of-Curses uptime cleanly if you ever drop the chain) + repositions.
Melee
Lightweight Knife
Precision-kill Radiant on Gunslinger; keeps the Solar verb live for fragments.
Grenade
Healing Grenade
Cure + the gun is the damage. Swap to Tripmine if you want a ranged majors tool.
Aspect 1
Knock 'Em Down
Marksman Golden Gun gains increased duration; radiant throwing-knife kills fully refund melee. Stretches every overcharged Super.
Aspect 2
Gunpowder Gamble
Bad Juju kills charge the improvised Solar explosive — free add-clear ignition that feeds Orbs and more String-of-Curses kills.
Fragments
Ember of Torchespowered melee → Radiant for you + allies
Ember of Searingscorched-target kills → melee energy + Firesprite — keeps the knife online for Torches
Ember of SolaceRadiant duration up
Ember of Wonderrapid ignition kills → Orb of Power — a second Orb source feeding Star-Eater on top of Kinetic Siphon
Exotic — Star-Eater Scales (Legs)
Feast of Light:"You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield."
This is the other half of the engine. Bad Juju's String of Curses fills the Super bar; Star-Eater takes the Orbs Bad Juju generates and (a) speeds that fill, then (b) once full, banks every further Orb into overcharge — a flat bonus to Golden Gun damage plus a heal-on-cast and an overshield at max. The gun that fills your Super also over-stuffs it.
Why this works (the mechanics)
String of Curses is a Super battery, not a damage perk. The headline is the Super energy per kill, scaling with stack height. Bad Juju is a primary — it never runs dry (kills refill the mag) — so in any add-dense space the Super bar climbs continuously while you do nothing but hold the trigger.
The Orb economy double-feeds Star-Eater. Bad Juju is Kinetic, so Kinetic Siphon (unlocked by the artifact's Impact, Shock, Gravity) makes rapid Bad Juju kills spawn Orbs; Ember of Wonder makes Gunpowder-Gamble/knife ignition kills spawn more. Those Orbs first accelerate the Super (Feast of Light) and then, once it's full, overcharge it.
Overcharged Marksman Golden Gun is the payoff. Star-Eater's damage bonus on a precision Golden Gun is the highest single-target burst a Hunter primary loop can set up, and Bad Juju refunds the Super fast enough to cast it on cooldown, not once a fight. Knock 'Em Down stretches each cast's duration so one Super handles a whole pack of majors.
Elemental Siphon turns Kinetic kills into Solar Super energy. The artifact's Elemental Siphon makes rapid Kinetic final blows drop Super-matching (Solar) pickups — a third line of Super feed stacked on top of String of Curses and Orb pickup, all off the same primary trigger-pull.
The catalyst is what makes it reliable in real rooms. Unending Curse keeps the stack alive across the dead air between kills, so you don't reset to a trickle of Super gain every time the room thins. Stack stays high → Super gain stays high.
It's self-healing without spending the kit on it. Star-Eater heals on the overcharged cast and grants an overshield at max overcharge; Ember of Torches/Solace keep Radiant up; Healing Grenade covers the rest. No dedicated survivability investment needed — the Super loop pays for it.
Stats & mods
Super 200 → Weapons 100+ → Health 100. Super is the entire build — it raises base Super regen underneath the three feed sources, so even when you're not killing, the bar moves. Weapons for Bad Juju's add-clear damage; Health as the floor since Star-Eater heals you.
Archetypes: Powerhouse (Super/Weapons) and Brawler/Gunner pieces. Mods:
Helmet: Kinetic Siphon (the Orb source — mandatory) · Ashes to Assets (Super on grenade/Gunpowder-Gamble kills) · Dynamo (Super on Marksman's Dodge near enemies).
Arms: Kinetic Loader ×2 (snappier Bad Juju) · Heavy Handed if you lean on the knife.
Chest: Resistance mods to taste under the Star-Eater overshield.
Legs (Star-Eater): Kinetic Weapon Surge ×2 (+Bad Juju damage) · Orbs of Restoration (Orb pickup → ability energy — you make a flood of Orbs).
Class item: Powerful Attraction (dodge vacuums every Orb into Star-Eater) · Bomber/Distribution · Reaper (dodge → next kill makes an extra Orb).
Where it shines
Add-dense PvE — GMs, Nightfalls, the dense rooms of any dungeon/raid. The more bodies, the faster the Super loop spins. This is its home.
Boss/champion burst windows: bank an overcharged Golden Gun off the trash, then dump it on the priority target.
Champions (Anti-Champion 2.0): Bad Juju is a 450-RPM Adaptive Pulse Rifle → it stuns Barrier intrinsically. It carries no Unstoppable or Overload stun itself — cover those with the other two weapon slots (see below). Golden Gun also bodies any champion outright once stunned.
The other two slots (cover the champions Bad Juju can't):
Special: an Unstoppable frame (e.g. a High-Impact/Aggressive Sniper or a Rocket Sidearm where the archetype stuns Unstoppable) for boss-window damage and the second champion type.
Heavy: an Overload machine gun or a heavy that fills the last champion gap, plus the sustained damage Bad Juju and one Golden Gun can't finish.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Arms (5/10)
Kinetic Loader1e
Increases reload speed of Kinetic weapons.
Kinetic Loader1e
Increases reload speed of Kinetic weapons.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (7/10)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Reaper1e
Shortly 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).