Hold the trigger, let go, watch a homing fireball burn down whatever it touches. Jötunn is the laziest precision weapon in the game — it tracks, so it doesn't care that a Fusion Rifle has no zoom and you have no aim. 9.7.0's catalyst bolts Incandescent onto the charge shot, so every kill sprays scorch, and the Solar Hunter turns that scorch into radiant, melee energy, class-ability regen, and Firesprites. Rain of Fire makes the gun reload mid-air and makes you radiant for firing it. The whole build is one button held a half-second.
The weapon
Charge Shot:Hold down the trigger to charge up a tracking shot that explodes and burns on impact.
Catalyst — Cornered / Incandescent:Faster charge time or draw time when surrounded by combatants. / Incandescent: Defeating a target spreads scorch to those nearby. More powerful combatants and opposing Guardians cause scorch in a larger radius.
So the base gun fires a tracking explosive bolt that already applies burn (Solar scorch) on impact — you point in the general direction and the projectile finds the target. The catalyst does two things that define the build: Cornered cuts charge time when enemies are close (Jötunn's one weakness is its ~0.9s charge, and this erases it in exactly the swarms you want to nuke), and Incandescent turns every Jötunn kill into an AoE scorch burst. Scorch is the Solar debuff that, stacked to 100, ignites — and Gunslinger is built to farm scorch. Special ammo fusion, so it shares the Special brick economy with your sidearm/glaive choices.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Native scorch→ignite economy; turns Incandescent into a full ability loop.
Super
Golden Gun: Marksman
Cheap, fast Super; banks while you let the gun do the work. Swap to Blade Barrage if you want add-clear Super.
Class ability
Marksman's Dodge
Reloads Jötunn on dodge (stacks with Rain of Fire's air-dodge reload); On Your Mark trigger.
Melee
Knife Trick / Lightweight Knife
Scorch-on-hit; precision knife kills make you radiant via Torches loop.
Grenade
Healing Grenade
Pure sustain — cure + resto; the gun is the damage, the grenade keeps you up.
Aspect 1
On Your Mark
Class ability / precision hits → reload + Weapons stat ×10 for you and allies — Jötunn's impact counts.
Aspect 2
Gunpowder Gamble
Scorched-target kills charge a thrown Solar bomb → guaranteed ignition; Jötunn floods scorch to feed it.
Fragments (4)
Ember of Searingdefeating scorched targets → melee energy + Firesprite — Jötunn scorches everything
Ember of Singeingclass ability recharges faster when you scorch → faster Marksman's Dodge reloads
Ember of Torchespowered melee → radiant for you and allies
Ember of EmpyreanSolar weapon/ability kills extend radiant/restoration — Jötunn kills keep both rolling
Exotic armour — Rain of Fire (Leg Armor)
Soaring Fusilier:Air dodge reloads all of your weapons and improves the airborne effectiveness of Fusion Rifles and Linear Fusion Rifles; final blows with these weapons make you radiant. Provides a moderate benefit to the airborne effectiveness stat of Fusion Rifles and Linear Fusion Rifles.
This is the iconic Jötunn exotic, and it does three things this build wants: (1) Fusion final blows make you radiant — so Jötunn self-applies the +25% damage buff with no melee or fragment needed, on top of Empyrean/Torches; (2) air dodge reloads Jötunn — combined with its tracking, you dodge in the air over a pack, fire, and the gun's already loaded for the next charge; (3) airborne effectiveness means Jötunn fires accurately mid-jump, which matters because tracking does the aiming for you. Radiant is the multiplier the whole loop is built around.
Why this works (the mechanics)
Tracking removes the aim tax. Fusions have no zoom and a charge delay; Jötunn's bolt homes, so the only skill is "point roughly and release." Cornered deletes the charge delay in crowds — the exact situation where a tracking AoE bolt is best — so in a swarm Jötunn fires almost instantly and the shot finds a target on its own.
Incandescent + Gunslinger is a closed scorch loop. Every Jötunn kill spreads scorch (catalyst). Scorched-target kills → melee energy + Firesprite (Ember of Searing) and faster class-ability regen (Ember of Singeing). Scorch stacking to 100 ignites for big AoE; Gunpowder Gamble converts scorched kills into a thrown guaranteed ignition. The gun fuels the abilities; the abilities don't fuel the gun — you just keep firing.
Three radiant sources keep the +25% live permanently. Rain of Fire (fusion final blow → radiant), Ember of Torches (powered melee → radiant), and Empyrean/Solace extend whatever's applied. Radiant is a flat weapon-damage multiplier, so Jötunn's own bolt hits ~25% harder for free.
Reload is solved twice. Marksman's Dodge reloads on dodge; Rain of Fire reloads on air dodge. Jötunn's small mag never bottlenecks because both class- ability triggers refill it — and Singeing makes the dodge come back faster off the scorch you're already applying.
On Your Mark double-dips the 9.7.0 Weapons stat. Class-ability use and Jötunn impacts stack Weapons stat ×10, which adds PvE weapon damage on top of radiant — two independent multipliers from just playing the loop.
Stats & mods
Weapons 150+ → Class 100+ → Health 70+. Weapons because radiant and On Your Mark already lean on weapon damage and Jötunn is the build; Class to keep Marksman's Dodge (the reload + On Your Mark trigger) on a short cooldown — Singeing shortens it further; Health as the floor since Healing Grenade + restoration cover sustain.
Mods, by piece:
Helmet: Solar Siphon (Solar kills → Orbs — Jötunn makes nonstop Solar kills) · Ashes to Assets.
Gauntlets: Fusion Rifle Loader ×2 · Melee Font (feeds the Searing melee loop).
Chest: Concussive Dampener / elemental resists — Jötunn's own explosion can hurt you point-blank.
Legs (Rain of Fire):Fusion Rifle Reserves ×2 (Special economy is the only real constraint) · Solar Weapon Surge if a slot frees.
Class item: Reaper (dodge → next kill spawns an Orb) · Bomber (dodge → grenade energy).
Anti-Champion 2.0 note: Jötunn is a bespoke-perk exotic with no listed champion stun in the manifest — it is not an archetype-stun frame. Radiant covers Unstoppable behaviourally (you're meant to make yourself radiant against them), but treat champion stun as the job of your other two weapons, not Jötunn.
Where it shines
Add-dense PvE — strikes, Nightfalls, seasonal activities, Onslaught: Cornered charges instantly in swarms, the bolt tracks, and Incandescent chain-scorches the whole pack into ignitions. This is Jötunn's home.
Lost Sectors / solo: aim-free room clear with self-radiant and self-heal.
Champion coverage: Jötunn itself carries no intrinsic stun. Bring the coverage on your other slots: - Primary: an Overload (Lightweight/Rapid-Fire) or Barrier (Precision/ Adaptive) frame to cover what Jötunn can't — this is your champion answer and your ranged option past Jötunn's short fusion range. - Heavy: a Solar Machine Gun or Rocket to match the surge and handle bosses (Jötunn is special-ammo room clear, not sustained boss DPS).
PvP: niche — tracking + one-shot body kills are real but the charge time and ammo economy keep it a special-pick, not a primary.