Weapon: Hawkmoon (Hand Cannon · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Stacking precision-HC that one-taps majors/champions with the final round
Sandbox: 9.7.0 · Created 2026-06-16
Hawkmoon doesn't ramp like a normal exotic — it banks. Every precision hit saves a stack of Paracausal Charge, and the last round in the mag cashes all of them at once for a single hand-cannon shot that hits like a Special. This build is built around two jobs: stack fast (precision hits, Radiant) and get back to that final round fast (reload, catalyst Hunter's Trance). Adaptive frame means it also stuns Barrier champions for free, so the cashout round is often a champion's whole health bar.
The weapon
Paracausal Shot (intrinsic, verbatim): "Final blows and precision hits with Hawkmoon grant stacks of Paracausal Charge, increasing damage versus combatants. The final round in the magazine greatly increases damage based on the number of stacks. Stowing Hawkmoon on the final round removes this bonus."
Catalyst — Hunter's Trance (verbatim): "Increased magazine size. Grants increased handling, reload speed, and weapon range based on the number of stacks of Paracausal Charge." The catalyst is mandatory here: more mag = more precision hits banked before the cashout, and the reload/handling scaling means the more charged you are, the faster you snap to the final round and reset the loop.
Element/ammo: Kinetic damage, Primary ammo (manifest hash 3856705927, 140 RPM Adaptive frame). One important consequence of Kinetic: Solar's Ember of Empyrean (Solar-weapon kills extend Radiant/Restoration) does not fire off Hawkmoon kills — Hawkmoon is not a Solar weapon. Radiant itself still buffs it (it's a flat weapon-damage buff, element-agnostic); we just can't rely on the gun to extend Radiant, so the build sources and refreshes Radiant from the knife instead.
Champion coverage (Anti-Champion 2.0): Adaptive-frame hand cannons lean Barrier (Precision/Adaptive → Anti-Barrier). So Hawkmoon stuns Barrier champions intrinsically, and the stacked final round is the perfect tool to delete the champion once its shield drops. Flag: the archetype→champion table is the 9.7.0 general mapping (docs/knowledge/weapon_perks.md and the task spec agree); confirm on Hawkmoon's own in-game tooltip, as a handful of frames have bespoke assignments.
Loadout
Slot
Pick
Why
Super
Golden Gun: Marksman
On-theme precision Super; clean champion/boss insurance when the final round isn't ready. Nighthawk optional.
Class ability
Marksman's Dodge
Full reload on dodge — the single best Hawkmoon button. Dodge after the cashout shot to instantly re-stock the mag and start the next stack cycle.
Movement
Triple Jump
Air control to hold precision angles.
Melee
Lightweight Knife
Precision knife kill → Radiant (via Ember of Torches / the throwing-knife interaction), and refreshes the damage buff that stacks on top of Paracausal Charge.
Grenade
Healing Grenade
Sustain; the gun is the damage. (Gunpowder Gamble's explosive is an alternative if you take that aspect — see below.)
Aspect 1
On Your Mark
Precision hits grant stacking reload speed + Weapons stat ×10 — reload gets us to the final round faster, Weapons stat is extra PvE damage that multiplies with the Paracausal cashout. Final blows at 10 stacks Cure.
Aspect 2
Knock 'em Down
Radiant throwing-knife kills refund melee energy → keep Radiant rolling; also buffs Golden Gun.
Fragments
Ember of Torchespowered-melee → Radiant, the buff that stacks with Paracausal Charge
Ember of SolaceRadiant lasts longer between knives
Ember of Singeingclass-ability regen on scorch → faster Marksman's Dodge → faster reloads
Ember of Ashesmore scorch → more Singeing uptime). Drop Ashes for Empyrean only if you swap in a Solar primary in the second slot (Hawkmoon itself won't trigger it
Exotic armor — Celestial Nighthawk or Lucky Pants (evaluated)
The honest pairing problem. Lucky Pants is the reflexive hand-cannon exotic, and High Noon (`builds/hunter_high_noon.md`) already owns that lane. But Lucky Pants and Hawkmoon's intrinsic fight each other:
Lucky Pants (Illegally Modded Holster, verbatim): "Improves sprint, slide, and airborne effectiveness while a Hand Cannon is equipped. For a short time after being drawn, Hand Cannons ready faster, are more accurate, and each hit against a combatant increases Hand Cannon damage." Its ramp pays you for the draw, and it's strongest if you keep firing the same mag without re-stowing.
Hawkmoon's Paracausal Shot pays you for emptying the mag to the final round, and explicitly says "Stowing Hawkmoon on the final round removes this bonus."
So the Lucky Pants habit (holster → draw → fire → holster) actively throws away the Hawkmoon stacks you've banked. They stack numerically if you play it as "one draw, one full mag, fire the final round" — but at that point Lucky Pants is contributing a draw window you only use once per mag, not its full hold-and-pour value. Verdict: Lucky Pants is fine but not ideal — it makes the cashout round bigger but pushes against the gun's natural rhythm, and it duplicates High Noon. Run it only if you want the absolute biggest single final-round number and are disciplined about never re-stowing mid-mag.
Recommended exotic: Celestial Nighthawk is the cleaner Solar fit (Golden Gun → one massive precision shot, generates Orbs/heavy), but it's a Super exotic, not a Hawkmoon multiplier. The build's actual best-in-slot is a reload/handling exotic that serves the loop without fighting it:
Primary recommendation — Lucky Pantsfor the single-mag burst ceiling, ora reload exotic / Ophidia-style handling piece if you'd rather lean on rhythm than draw-timing. Because the gun + catalyst + On Your Mark + Marksman's Dodge already supply reload, handling and range, the armor exotic is genuinely flexible here — pick by what you want the cashout shot to do:
Want the biggest final round → Lucky Pants (one disciplined draw per mag).
Want Super-as-insurance → Celestial Nighthawk (Golden Gun deletes what the final round can't reach).
Want maximum loop speed → any reload/handling exotic; the build's own reload sources mean you're not exotic-dependent for the cycle.
This doc is written around Lucky Pants as the headline pairing (per the brief) with eyes open about the conflict — High Noon is the dedicated Lucky-Pants build; this one is "Lucky Pants in service of one giant Hawkmoon shot," not "Lucky Pants ramping a Special HC across a whole mag."
Why this works (the mechanics)
Bank, then cash out. Paracausal Charge is the opposite of a normal ramp — it does nothing to your regular shots' DPS and everything to one shot. The whole build is "land precision hits to bank stacks, then make the final round count." That makes reload (to reach the final round again) as valuable as raw damage.
Catalyst Hunter's Trance is a positive feedback loop. More stacks → more reload speed and handling → you get back to the final round faster → more cashouts per minute. The bigger the bank, the faster the gun cycles. Increased mag size also means more precision hits per mag before the cashout, so each final round is bigger.
Marksman's Dodge is the keystone button. It fully reloads on dodge. The rhythm is: stack across the mag → fire the loaded final round → dodge → mag refilled → repeat, without ever stowing (which would wipe the bonus on the final round). One class ability skips the reload animation entirely and protects the stacks.
On Your Mark double-feeds the loop. Precision hits give stacking reload speed (reach the final round faster) andWeapons stat (flat PvE damage that multiplies the Paracausal cashout). Two payoffs from the exact action — landing crits — that the gun already demands. Same logic as High Noon, but here reload matters more than there.
Radiant stacks on top of Paracausal Charge. Knife precision kill → Radiant (Ember of Torches), a flat weapon-damage multiplier that applies to Kinetic Hawkmoon. So the final round is multiplied by: stack count (Paracausal) × Radiant × Weapons stat — three independent multipliers converging on one trigger pull. (Note: we refresh Radiant from the knife, not the gun — Hawkmoon being Kinetic means Empyrean won't extend it.)
Adaptive frame = free Barrier stun. Anti-Champion 2.0 makes the stun intrinsic to the archetype: Hawkmoon stuns Barrier champions on its own. Strip the shield, then the stacked final round is frequently the champion's entire health bar in one hit. That makes Hawkmoon a champion-delete tool, distinct from High Noon's Eriana's-Vow answer.
Lucky Pants (if run) raises the ceiling, not the floor. Its per-hit ramp adds onto the cashout shot when you commit to one draw per mag — biggest possible single number — at the cost of the holster-cycling its full value wants. Play discipline (never stow mid-mag) converts the conflict into a clean stack.
Stats & mods
Weapons 200 → Health 100 → Class ~100. Weapons is the universal PvE damage layer and multiplies the cashout. Health for survivability in the precision-angle role. Class ~100 keeps Marksman's Dodge (the reload button) charged.
Mods: Hand Cannon Loader ×2 (faster reload = faster return to the final round), Hand Cannon Scavenger (Primary ammo economy), Kinetic Weapon Surge ×2 on boots (≈+17% to Hawkmoon's damage — straight onto the cashout shot since it's Kinetic), Targeting/Unflinching HC mods to hold crits, Reaper/Powerful Attraction on the class item for Orbs off the Marksman's Dodge loop.
Energy: an add-clear primary or a Strand/Solar Special to thin packs and build Super while you're banking Hawkmoon stacks — you do not want to waste banked stacks on trash. Something with Demolitionist/Reconstruction keeps you topped up between cashouts.
Heavy: a Machine Gun or Linear Fusion for sustained boss DPS the single-shot cashout can't cover (Hawkmoon is burst, not sustained). Solar heavy if you want to keep Ember-of-Empyrean Radiant extension alive off that weapon's kills.
Where it shines
Champion-dense GMs / Master content: strip a Barrier champion's shield, then the stacked final round (often + Radiant + Weapons stat + Lucky Pants) one-shots it.
Miniboss / major deletion: bank across the mag on adds, deliver the final round to the orange-bar — the burst spike is exactly what a single big enemy wants.
Precision-skill players: the bank only pays out if you actually land crits; this is a marksman's build, not a spray build. The final-round discipline (don't stow!) is the skill expression.
Weak spots: sustained boss DPS (use the heavy), and ammo-of-the-moment situations where you fire the final round into trash by accident — track your mag count.
Artifact — Implement of Curiosity (current)
This Solar Gunslinger build lives on Radiant + precision crits, and Implement of Curiosity anchors both: it grants Radiant from the same crits you're already banking, hands the Kinetic cashout free damage, and supplies the Kinetic-shockwave Unstoppable stun the Adaptive frame's intrinsic Barrier breaker can't cover. Picks (2/3/2):Fever and Chill + Elemental Benevolence — That Fresh Bullets Smell + Cauterized Darkness + Energy Acceleration — Radiant Shrapnel + Elemental Overdrive
Tier 1:Fever and Chill (rapid precision hits with Solar weapons grant Radiant — the same crit loop the gun runs, sourcing the buff that stacks on the cashout) — Elemental Benevolence (granting allies Radiant returns class ability energy → faster Marksman's Dodge, the keystone reload button)
Tier 2:That Fresh Bullets Smell (ammo bricks buff Kinetic damage — straight onto Hawkmoon's Kinetic final round) — Cauterized Darkness (debuffed targets take more Solar damage — feeds the Solar secondary and Golden Gun) — Energy Acceleration (Kinetic shockwave for Unstoppable coverage the intrinsic Barrier stun leaves open)
Tier 3:Radiant Shrapnel (sustained damage while Radiant or scorch kills release a burst — pays off the build's Radiant + Scorch application) — Elemental Overdrive (Elemental pickups boost matching-element weapon damage — rewards the Solar secondary and the Marksman's-Dodge Orb economy)
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 (9/10)
Weapon Loader (faster reload)3e
Weapon Loader (faster reload)3e
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
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)
Solar Scavenger1e
Solar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Bomber1efill
Reduces grenade 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: Targeting/Unflinching HC mods to hold crits; anything favoring Weapons.