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Solar

Hawkmoon — Paracausal Trance (Hunter)

Stacking precision-HC that one-taps majors/champions with the final round
✓ Manifest Kinetic · Primary · 140 RPM · No intrinsic champion

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

SlotPickWhy
SuperGolden Gun: MarksmanOn-theme precision Super; clean champion/boss insurance when the final round isn't ready. Nighthawk optional.
Class abilityMarksman's DodgeFull 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.
MovementTriple JumpAir control to hold precision angles.
MeleeLightweight KnifePrecision knife kill → Radiant (via Ember of Torches / the throwing-knife interaction), and refreshes the damage buff that stacks on top of Paracausal Charge.
GrenadeHealing GrenadeSustain; the gun is the damage. (Gunpowder Gamble's explosive is an alternative if you take that aspect — see below.)
Aspect 1On Your MarkPrecision 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 2Knock 'em DownRadiant throwing-knife kills refund melee energy → keep Radiant rolling; also buffs Golden Gun.
Fragments

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:

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 Pants for the single-mag burst ceiling, or a 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:

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)

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.

Other two weapon slots:

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 (9/10)Weapon Loader (faster reload) 3e
Weapon Loader (faster reload) 3e
Utility Kickstart 3e fillWhen 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 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)Solar Scavenger 1eSolar weapons get bonus reserves when picking up ammo used by that weapon.
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.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1e fillReduces 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.