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
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; Knock 'Em Down extends its duration, and a single Bad Juju room refunds it almost immediately.
Class ability
Marksman's Dodge
Full reload on dodge (cleanly resets String-of-Curses uptime if you ever drop the chain) plus a reposition.
Movement
Strafe Jump
The most controllable air-drift for holding precision angles while the mag keeps refilling.
Melee
Lightweight Knife
Precision-kill Radiant on Gunslinger; keeps the Solar verb live for the Ember fragments.
Grenade
Healing Grenade
Cure on demand — 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 Torches · Ember of Searing · Ember of Solace · Ember of Wonder
Radiant for you and allies, melee energy + Firesprite to keep the knife online, Radiant duration up, and a second Orb source off ignition kills.
Exotic armour
Star-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.
Cover the two champion types Bad Juju can't stun and supply the sustained damage a primary + one Golden Gun can't finish.
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
Why it 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, since 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 (a helmet mod) makes rapid Bad Juju kills spawn Orbs, and Ember of Wonder makes Gunpowder-Gamble and ignition kills spawn more. Those Orbs first accelerate the Super, then — once it is full — overcharge it via Feast of Light.
Overcharged Marksman Golden Gun is the payoff. Star-Eater's damage bonus on a precision Golden Gun (70% at six stacks) 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 so one Super handles a whole pack of majors.
Elemental Coalescence turns kills into Solar Super pickups. It makes final blows drop pickups matching your Solar Super — a second Super feed stacked on top of String of Curses and Orb pickup, all off the same trigger-pull, and Refresh Threads pays those matching pickups back into your least-charged ability.
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 self-heals without spending the kit on it. Star-Eater heals on the overcharged cast and grants a 100 HP overshield at six stacks; Ember of Torches and 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 → 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:
Boots (Star-Eater): Kinetic Weapon Surge ×2 (+Bad Juju damage) · Orbs of Restoration (Orb pickup → ability energy — you make a flood of Orbs).
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.
Class item: Powerful Attraction (dodge vacuums every Orb into Star-Eater) · Bomber/Distribution · Reaper (dodge → next kill makes an extra Orb).
Surge: Kinetic Weapon Surge on legs to push Bad Juju's per-shot damage.
Anti-Champion: none intrinsic to the weapon (Bad Juju has no champion stun) — Energy Acceleration from the artifact covers Unstoppable; bring the two extra weapon slots for the rest.
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):
Tier 1: Fever and Chill · Refresh Threads
Tier 2: Elemental Coalescence · Energy Acceleration · That Fresh Bullets Smell
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant on rapid Solar precision hits — a free fourth Radiant source layered on top of the knife and the two Embers.
Refresh Threads pays back element-matching pickups (which the Solar Super-pickup flood spits constantly) into your least-charged ability, feeding the loop.
Elemental Coalescence makes kills create Solar Super-element pickups — more fuel for Star-Eater's Super fill and the pickup payoffs.
Energy Acceleration fires Kinetic shockwaves that stun Unstoppable, the champion Bad Juju can't touch itself.
That Fresh Bullets Smell buffs Kinetic weapons off ammo-brick pickups — straight into Bad Juju's add-clear damage.
Radiant Shrapnel and Elemental Overdrive pay off the sustained-damage-while-Radiant and Solar-pickup verbs this build keeps live all fight.
Where it shines
Add-dense PvE — GMs, Nightfalls, and the crowded rooms of any dungeon or raid. The more bodies, the faster the Super loop spins. This is its home.
Boss and champion burst windows: bank an overcharged Golden Gun off the trash, then dump the +70% precision shot on the priority target.
Sustained clear: Gunpowder Gamble ignitions plus a near-permanent Golden Gun keep a floor of AoE going between Super casts.
Champion coverage: Bad Juju carries no intrinsic champion stun (450-RPM Pulse Rifle, but no Anti-Barrier text in its perk). Energy Acceleration from the artifact stuns Unstoppable; bring an Overload frame in the Heavy slot and lean on Golden Gun to body any stunned champion outright.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
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).