Hold the trigger, let go, and 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. The 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. The whole build is one button held a half-second.
The weapon
Charge Shot (intrinsic):Hold down the trigger to charge up a tracking shot that explodes and burns on impact.
Catalyst — Cornered / Incandescent:Cornered: Faster charge time or draw time when surrounded by combatants. / Incandescent: Defeating a target spreads scorch to those nearby.
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 on its own, which erases the fact that a Fusion Rifle has no zoom and no aim assist to speak of. The catalyst adds the two effects the build is built around: Cornered cuts the charge time when enemies are close, deleting Jötunn's one weakness (its long charge) in exactly the swarms you want to nuke, and Incandescent turns every kill into an AoE scorch burst. Scorch is the Solar debuff that, stacked high enough, ignites for a big burst — and Gunslinger is the subclass built to farm scorch. It is a Special-ammo fusion, so it shares the Special brick economy with your other Special pick.
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 that banks while the gun does the work; swap to Blade Barrage for a bigger add-clear Super.
Class ability
Marksman's Dodge
Reloads Jötunn on dodge and is the On Your Mark trigger; stacks with Rain of Fire's air-dodge reload.
Movement
Triple Jump
Maximises air time so Rain of Fire's air dodge is always available to reload mid-fight.
Melee
Lightweight Knife
Scorch-on-hit; precision knife kills feed the Torches radiant loop.
Grenade
Healing Grenade
Pure sustain — cure + restoration; the gun is the damage, the grenade keeps you up.
Aspect 1
On Your Mark
Class-ability use / precision hits grant reload speed + Weapons stat (stacks ×10) to you and allies.
Aspect 2
Gunpowder Gamble
Kills charge a thrown Solar explosive → guaranteed ignition; Jötunn's scorch flood feeds it fast.
Fragments
Searing · Singeing · Torches · Empyrean
Convert Jötunn's constant scorch into melee energy, faster dodge, radiant and extended buffs.
Exotic armour
Rain of Fire (Leg Armor)
Fusion final blows make you radiant and air dodge reloads Jötunn — self-buff and self-reload from the gun alone.
Weapons
Overload/Barrier primary + Solar heavy (MG or rocket)
Primary covers champions and range past fusion; Solar heavy matches the surge for bosses.
Fragments
Ember of Searingdefeating scorched targets grants melee energy + a Firesprite
Ember of Singeingclass ability recharges faster when you scorch targets
Ember of Torchespowered melee makes you and allies radiant
Ember of EmpyreanSolar weapon/ability final blows extend restoration and radiant
Why it works (the mechanics)
Tracking removes the aim tax. Fusions have no zoom and a charge delay; Jötunn's bolt homes, so the only input 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 itself.
Incandescent + Gunslinger is a closed scorch loop. Every kill spreads scorch (catalyst); scorched-target kills grant melee energy + a Firesprite (Ember of Searing) and faster class-ability regen (Ember of Singeing); enough scorch ignites for AoE, and Gunpowder Gamble converts kills into a thrown guaranteed ignition. The gun fuels the abilities — you just keep firing.
Three radiant sources keep the buff live. Rain of Fire (fusion final blow → radiant), Ember of Torches (powered melee → radiant) and Ember of Empyrean (Solar final blows extend radiant) mean Jötunn self-applies radiant with no setup. Radiant is a flat weapon-damage multiplier, so Jötunn's own bolt hits 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 shortens the dodge cooldown off the scorch you are already applying.
On Your Mark stacks the Weapons stat. Class-ability use and precision hits stack the Weapons stat (up to ×10), adding weapon damage on top of radiant — two independent buffs from just running the loop, shared with allies.
Stats & mods
Weapons 200 → Class → Health. 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, which Singeing shortens further; Health as the floor, since Healing Grenade + restoration cover sustain. This is a weapons-archetype lean with a class-ability secondary.
Mods:
Boots (Rain of Fire): Fusion Rifle Reserves ×2 — Special reserves are the only real constraint on the loop.
Arms: Fusion Rifle Loader ×2 (or Melee Font to feed the Searing melee loop).
Chest: Concussive Dampener / elemental resists — Jötunn's own explosion can hurt you point-blank.
Class item: Reaper (dodge → next kill spawns an Orb) · Bomber (dodge → grenade energy).
Surge: Solar Weapon Surge on legs if a slot frees, to buff Jötunn directly.
Anti-Champion: none intrinsic on Jötunn — carry the champion mods/stuns on your other two weapons (Radiant covers Unstoppable behaviourally).
Artifact — Implement of Curiosity
The Solar-leaning artifact for a radiant/scorch Gunslinger: it turns Jötunn's own precision impacts into Radiant, builds a Solar pickup → damage chain on top of Incandescent, and hands the build the Unstoppable answer Jötunn lacks.
Picks (2/3/2):
Tier 1: Fever and Chill · Semi-Auto Striker
Tier 2: Energy Acceleration · Elemental Daze · Elemental Coalescence
Tier 3: Radiant Shrapnel · Elemental Overdrive
Fever and Chill grants Radiant on rapid Solar precision hits — Jötunn's bolt self-applies the +damage buff the whole loop is built on.
Semi-Auto Striker generates Armor Charge from rapid precision hits, feeding the Armor Charge economy this build pays off with surge/font mods.
Energy Acceleration makes sustained micro-missile damage emit a Kinetic shockwave that is strong against Unstoppable Champions — the coverage Jötunn itself cannot provide.
Elemental Daze turns a Champion stun with an elemental weapon into an elemental explosion and debuff, stacking with the scorch you are already spreading.
Elemental Coalescence drops Solar Elemental pickups from kills (Solar Super equipped) — extra Firesprite-style economy on top of Incandescent.
Radiant Shrapnel pays off both of Jötunn's floods at once: sustained damage while Radiant or a scorched-target kill releases Solar projectiles that scorch on impact.
Elemental Overdrive boosts Solar weapon damage when you grab the Coalescence pickups — a direct Jötunn buff that closes the pickup → damage chain.
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 has no intrinsic champion stun (manifest confirms no champion frame). Radiant covers Unstoppable behaviourally, and Energy Acceleration (artifact) adds an Unstoppable shockwave — but treat champion stun as the job of your other two weapons: bring an Overload or Barrier primary, and a Solar heavy for bosses.
PvP: niche — tracking + one-shot body kills are real, but the charge time and ammo economy keep it a special-pick, not a primary.
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)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (8/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1efill
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
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: to buff Jötunn directly. - **Anti-Champion:** none intrinsic on Jötunn — carry the champion mods/stuns on your other two weapons (Radiant covers Unstoppable behaviourally).