Centerpiece: Hawkmoon (Hand Cannon · Primary · Kinetic) · Subclass: Gunslinger (Solar) · Role: Stacking precision hand cannon that banks crits into one oversized final round
Sandbox: 9.7.0 · Updated 2026-07-03
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 far harder than a normal round. This build has two jobs: stack fast (precision hits) and get back to that final round fast (reload). The whole loop is a marksman's rhythm — pour crits down the mag, deliver the loaded final shot to something orange-bar, then dodge to reload and do it again without ever stowing.
The weapon
Paracausal Shot (intrinsic): "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: "Increased magazine size. Grants increased handling, reload speed, and weapon range based on the number of stacks of Paracausal Charge."
Hawkmoon is a 140 RPM Adaptive-frame Kinetic hand cannon that fires Primary ammo, so its damage is "free" — it costs no special or heavy economy to feed the loop. Paracausal Charge does nothing to your normal shots' DPS and everything to one shot: the manifest says the final round "greatly increases damage based on the number of stacks" — the exact base per-stack multiplier isn't published in the manifest or Clarity (the only Clarity-sourced +5%/stack, 50%-max figure is the Lucky Pants contribution, not the base intrinsic — see Why it works #6). Either way, reaching the final round again is as valuable as raw damage, which is exactly what the catalyst pays off: the more charged you are, the faster Hunter's Trance makes you reload and handle, so the gun cycles back to its cashout faster the deeper you bank. The mag-size bump also means more precision hits land before the final round, so each cashout is bigger. The one discipline the intrinsic demands: never stow on the final round, or the bonus evaporates.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant + precision-Super class that turns crits into buffs the Kinetic cashout inherits.
Super
Golden Gun: Marksman
On-theme precision Super and clean boss/champion insurance for whatever the final round can't reach.
Class ability
Marksman's Dodge
Instantly reloads all equipped weapons — the single best Hawkmoon button; dodge after the cashout to re-stock the mag without stowing.
Movement
Triple Jump
Air control to hold the precision angles the bank depends on.
Melee
Lightweight Knife
Solar powered-melee; its hit triggers Ember of Torches → Radiant, a flat damage buff that layers onto the Paracausal cashout.
Grenade
Healing Grenade
Sustain in the standoff role — the gun is the damage, the grenade keeps you upright.
Aspect 1
On Your Mark
"Activating your class ability or landing precision hits grants… increased reload speed and Weapons stat… Stacks ten times." Reload gets you to the final round faster; Weapons stat is flat PvE damage on the cashout.
Aspect 2
Knock 'Em Down
"Marksman Golden Gun has increased duration" — extends the precision-Super insurance the build leans on when the final round isn't ready.
Fragments
Ember of Torches · Solace · Singeing · Ashes
Torches makes the knife grant Radiant; Solace stretches it to ~12 s; Singeing/Ashes feed scorch → faster Marksman's Dodge.
Exotic armour
Lucky Pants(Illegally Modded Holster)
Headline pairing — adds a per-hit hand-cannon ramp; note it only feeds Hawkmoon's Paracausal Shot +5%/stack (see Why it works), so it raises the ceiling, not the floor.
Weapons
Energy add-clear primary/Special + Heavy MG or Linear
Thin packs and build Super without spending banked stacks on trash; heavy covers the sustained boss DPS a single-shot cashout can't.
Fragments
Ember of Torcheselemental-melee hit → Radiant, the buff that stacks with Paracausal Charge
Ember of SolaceRadiant lasts 50% longer between knives
Ember of Singeingclass-ability regen on scorch → faster Marksman's Dodge → faster reloads
Ember of Ashesmore scorch → more Singeing uptime
Why it works (the mechanics)
Bank, then cash out. Paracausal Charge is the inverse of a normal ramp — it does nothing to your regular shots and everything to one. The build is "land precision hits to bank stacks, then make the final round count," which is why reload (reaching the final round again) is worth as much as raw damage here.
Catalyst Hunter's Trance is a positive feedback loop. More stacks → more reload speed and handling → you return to the final round faster → more cashouts per minute. Increased mag size also means more precision hits per mag, so each final round lands bigger the deeper you're banked.
Marksman's Dodge is the keystone button. It instantly reloads every equipped weapon. The rhythm is: stack across the mag → fire the loaded final round → dodge → mag refilled → repeat, without ever stowing (which would wipe the final-round bonus). One class ability skips the reload animation and protects the stacks.
On Your Mark double-feeds the loop. Precision hits (and class-ability use) give stacking reload speed (reach the final round faster) andWeapons stat (flat PvE damage that multiplies the cashout), up to ten stacks — two payoffs from the exact action the gun already demands.
Radiant layers on top of Paracausal Charge. A Lightweight Knife hit makes you Radiant via Ember of Torches (8 s, ~12 s with Solace), a flat weapon-damage buff that applies to Kinetic Hawkmoon. The final round is therefore multiplied by stack count (Paracausal) × Radiant × Weapons stat — three independent buffs converging on one trigger pull. We refresh Radiant from the knife, not the gun: Hawkmoon is Kinetic, so Ember of Empyrean can't extend Radiant off its kills.
Lucky Pants raises the ceiling, not the floor. Clarity confirms Illegally Modded Holster gives Hawkmoon's Paracausal Shot only +5% per stack (50% max) — a fraction of the +45%/stack (450%) it grants a normal hand cannon, and it wants a hold-and-pour rhythm that clashes with "empty to the final round." Run it as one disciplined draw per mag for the biggest single number, but the build's own reload/handling sources mean the exotic slot is genuinely flexible.
Stats & mods
Weapons 200 → Health → Class. Weapons is the universal PvE damage layer and multiplies the cashout; Health for survivability in the exposed precision-angle role; Class keeps Marksman's Dodge — the reload button — charged.
Anti-Champion: sourced from the artifact (Energy Acceleration → Unstoppable), not the gun.
Artifact — Implement of Curiosity
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 Unstoppable stun the gun can't provide on its own.
Picks (2/3/2):
Tier 1: Fever and Chill · Elemental Benevolence
Tier 2: That Fresh Bullets Smell · Cauterized Darkness · Energy Acceleration
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant from rapid Solar-weapon precision hits — the same crit loop the gun runs, sourcing the buff that stacks on the cashout as a backup to the knife.
Elemental Benevolence returns class-ability energy when you grant allies an elemental buff → faster Marksman's Dodge, the keystone reload button.
That Fresh Bullets Smell buffs Kinetic weapon damage after picking up an ammo brick — lands straight on Hawkmoon's Kinetic final round.
Cauterized Darkness makes debuffed non-boss combatants take more Solar damage — feeds the Solar secondary and Golden Gun.
Energy Acceleration emits a Kinetic shockwave on sustained damage that is strong against Unstoppable champions — the build's only champion breaker, since Hawkmoon has none intrinsically.
Radiant Shrapnel releases Solar projectiles while Radiant or on scorch kills — pays off the build's Radiant + scorch application.
Elemental Overdrive boosts matching-element weapon damage from Elemental pickups — rewards the Solar secondary and the Orb economy.
Where it shines
Miniboss / major deletion: bank across the mag on adds, then deliver the stacked final round to an 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, and only if you keep track of your mag so you never stow the final round. This is a marksman's build, not a spray build.
GM add-density content: the Primary-ammo economy means Hawkmoon never runs dry, so you can build stacks all encounter and spend Super (Golden Gun) on the boss.
Champion coverage: Hawkmoon breaks no champion intrinsically (manifest `champion: null`). All coverage comes from the artifact — Energy Acceleration → Unstoppable. For Barrier and Overload, bring a matching-champion weapon or the season's anti-Champion armour mods in the other two slots.