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Solar

Bad Juju — Cursed Sun (Hunter)

Golden Gun battery — turn a primary into a Super-vending machine
✓ Manifest Kinetic · Primary · 450 RPM · No intrinsic champion

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

SlotPickWhy
SubclassGunslinger (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".
SuperGolden Gun: MarksmanPrecision one-shots majors/champions; Knock 'Em Down extends its duration, and a single Bad Juju room can refund it almost immediately.
Class abilityMarksman's DodgeFull reload on dodge (resets String-of-Curses uptime cleanly if you ever drop the chain) + repositions.
MeleeLightweight KnifePrecision-kill Radiant on Gunslinger; keeps the Solar verb live for fragments.
GrenadeHealing GrenadeCure + the gun is the damage. Swap to Tripmine if you want a ranged majors tool.
Aspect 1Knock 'Em DownMarksman Golden Gun gains increased duration; radiant throwing-knife kills fully refund melee. Stretches every overcharged Super.
Aspect 2Gunpowder GambleBad Juju kills charge the improvised Solar explosive — free add-clear ignition that feeds Orbs and more String-of-Curses kills.
Fragments

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)

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:

Where it shines

The other two slots (cover the champions Bad Juju can't):

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Dynamo 3eReduces Super cooldown when using your class ability near targets.
Dynamo 3eReduces Super cooldown when using your class ability near targets.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Arms (5/10)Kinetic Loader 1eIncreases reload speed of Kinetic weapons.
Kinetic Loader 1eIncreases reload speed of Kinetic weapons.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (7/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Reaper 1eShortly 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).