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Solar

Bad Juju — Cursed Sun (Hunter)

Golden Gun battery — turn a primary into a Super-vending machine
Bad Juju on light.gg
Your gear best achievable Super 125 / 200 target — 75 short — needs better rolls
Health 103 · Melee 28 · Grenade 9 · Super 125 · Class 8 · Weapons 68 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 450 RPM · No intrinsic champion

Centerpiece: Bad Juju (Pulse Rifle · Primary · Kinetic) · Subclass: Gunslinger · Role: Golden Gun battery — turn a primary into a Super-vending machine Sandbox: 9.7.0 · Updated 2026-07-03

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 +70% Golden Gun deletes whatever the primary couldn't. A trash-tier 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 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 ever reloading — because the magazine refills on every kill, you simply never stop firing. The higher the stack climbs, the more Super energy each kill grants, and the damage buff rises with it. Because Bad Juju is a primary, it never runs dry, so in any add-dense space the Super bar climbs continuously while you do nothing but hold the trigger. The catalyst, Unending Curse, extends the buff's duration so the stack survives the dead air of a reposition or an add-clear lull instead of decaying back to a trickle. In a dense room, Bad Juju can take a Super from empty to ready inside a single engagement — the single best primary Super-battery in the game.

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; Knock 'Em Down extends its duration, and a single Bad Juju room refunds it almost immediately.
Class abilityMarksman's DodgeFull reload on dodge (cleanly resets String-of-Curses uptime if you ever drop the chain) plus a reposition.
MovementStrafe JumpThe most controllable air-drift for holding precision angles while the mag keeps refilling.
MeleeLightweight KnifePrecision-kill Radiant on Gunslinger; keeps the Solar verb live for the Ember fragments.
GrenadeHealing GrenadeCure on demand — 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.
FragmentsEmber of Torches · Ember of Searing · Ember of Solace · Ember of WonderRadiant for you and allies, melee energy + Firesprite to keep the knife online, Radiant duration up, and a second Orb source off ignition kills.
Exotic armourStar-Eater Scales (Legs)Banks the Orbs Bad Juju floods into Super overcharge — +70% Golden Gun damage, heal-on-cast, and an overshield at max. The other half of the engine.
WeaponsSpecial: Unstoppable frame · Heavy: Overload frameCover the two champion types Bad Juju can't stun and supply the sustained damage a primary + one Golden Gun can't finish.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Weapons → Health. Super is the entire build — it raises base Super regen underneath the three feed sources, so the bar moves even when you're not killing. Weapons for Bad Juju's add-clear damage; Health as the floor since Star-Eater heals you.

Archetype lean: Powerhouse (Super/Weapons) with Brawler/Gunner secondary pieces. Mods:

Artifact — Implement of Curiosity

The Solar-Gunslinger artifact: it turns Bad Juju's Kinetic trigger-pulls into Radiant uptime, banks the Solar Super-pickups the build already floods, and — via Energy Acceleration — covers the Unstoppable gap the weapon can't stun on its own.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
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).