On-demand boss/champion burst via a second Golden Gun
✓ Manifest Solar · Special · 90 RPM · No intrinsic champion
Weapon: Still Hunt (Sniper Rifle · Special · Solar) · Subclass: Gunslinger · Role: On-demand boss/champion burst via a second Golden Gun Sandbox: 9.7.0 · Created 2026-06-16
Still Hunt is a sniper that holds its own private Golden Gun. Charge the built-in Super bar with orbs and precision hits, then [Alternate Weapon Action] to fire Cayde's Golden Gun shots out of a Special weapon — no Super spent. Put Celestial Nighthawk on top and both guns become Nighthawk: the real Super becomes one supercharged round, and Still Hunt's AWA shots become the same single high-damage projectile. The fantasy is two Nighthawk shots in one pocket, one of them reloadable.
The weapon
Cayde's Retribution (verbatim): "Pick up Orbs of Power or land precision hits to charge this weapon's Super bar. Once full, [Alternate Weapon Action] to fire Golden Gun shots."
Catalyst — Lucky Shot (verbatim): "Reloading after a precision final blow causes precision hits to refill a round from reserves."
What it does: Still Hunt is a Special-ammo Solar sniper with a second resource bar that fills off Orbs of Power and precision hits. Full bar → AWA swaps the weapon into Golden Gun mode and you fire Cayde's Golden Gun rounds — high single-target Solar damage that does not consume your actual Super. The catalyst (Lucky Shot) lets sustained precision sniping refund rounds from reserves, so the base sniper stays fed between Golden Gun activations. The element is Solar (Golden Gun), ammo is Special.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar Hunter)
Golden Gun is the entire pairing; everything orbits the Super.
Super
Golden Gun: Marksman
The one the weapon impersonates. Nighthawk modifies it; Knock 'Em Down extends it.
Class ability
Marksman's Dodge
Reload-on-dodge keeps Still Hunt topped between AWA shots.
Melee
Lightweight Knife
Precision-kill loop → Radiant + Ember of Torches; cheap, on-theme.
Grenade
Healing Grenade
Sustain; the guns are the damage. (Gunpowder Gamble carries the AoE.)
Aspect 1
Knock 'Em Down
"Marksman Golden Gun has increased duration" — more time in the supercharged Super; Deadshot variant gains DR.
Aspect 2
On Your Mark
Precision hits → reload + Weapons stat ×10 for a short duration — a sniper lands precision hits trivially, so this is near-permanent extra weapon damage and reload.
Fragments
Ember of Torches, Ember of Empyrean, Ember of Solace, Ember of Searing
Torches = Radiant from the knife (precision-damage buff on both guns); Empyrean = Solar final blows extend Radiant; Solace = longer Radiant; Searing = melee energy + class-ability feed off scorched/precision kills.
Exotic armour
Celestial Nighthawk (Helmet)
"Modifies Golden Gun to fire a single, high-damage shot. Targets defeated by that shot give you Super energy and explode." Applies to Still Hunt's AWA shots too — both guns hit like Nighthawk.
Weapon 2 (Primary)
A Strand/Stasis Primary with Slice/Headstone or any orb-spawner you can siphon
Feeds Orbs of Power (charges Still Hunt's bar) and clears trash while the bar fills.
Weapon 3 (Heavy)
Machine Gun or rocket
Sustained boss/add DPS between Golden Gun windows; covers what one-shots don't.
Why this works (the mechanics)
Nighthawk doubles, not halves. Celestial Nighthawk says it "modifies Golden Gun to fire a single, high-damage shot." Still Hunt's AWA fires Golden Gun shots — so the exotic transforms the sniper's special action into the same single Nighthawk round. You get a Nighthawk shot from the Super and a Nighthawk shot from a Special weapon, on independent economies.
The Super is the cheap resource here. Cayde's Retribution charges off Orbs of Power and precision hits — both things a Gunslinger floods. The base sniper is a precision-hit machine, so the AWA bar refills passively while you play the gun normally. You fire boss-grade shots far more often than a once-per-Super Nighthawk Hunter ever could.
Nighthawk's kill clause refunds your real Super. "Targets defeated by that shot give you Super energy and explode" — a Nighthawk Still Hunt shot that kills feeds your actual Golden Gun back, which then also one-shots under Nighthawk. Two one-shot tools paying into each other.
On Your Mark double-dips the 9.7.0 Weapons stat. Landing precision hits stacks Weapons stat ×10, and post-9.7.0 the Weapons stat is a flat PvE damage bump on top of the gun. A sniper caps these stacks instantly and holds them, so the base Still Hunt rounds (and your Primary) ride a near-permanent damage buff between the big AWA shots.
Radiant is the universal multiplier. Lightweight Knife → Ember of Torches makes you Radiant; Empyrean/Solace keep it up. Radiant boosts both the sniper rounds and the Golden Gun shots — and Radiant is a separate buff-bucket, so it stacks on the Nighthawk damage and the Weapons stat.
The catalyst keeps the gun fed between windows. Lucky Shot refunds rounds from reserves after precision kills, so you are not constantly reloading a 3-shot sniper mag while waiting for the AWA bar — sustained precision fire keeps both the mag and (via precision charge) the Golden Gun bar moving.
Stats & mods
Weapons 200 → Super 100+ → Class. Weapons maxes the On-Your-Mark / base sniper damage; Super speeds the real Golden Gun (the Nighthawk one-shot you want back often); Class feeds Marksman's Dodge reloads. Health/Melee/Grenade dump.
Helmet: Harmonic/Solar Siphon (precision kills → Orbs → which charge Still Hunt's AWA bar — the orb economy is literally the weapon's fuel) · Ashes to Assets (Super on ability kills).
Arms: Sniper Rifle Loader · Sniper Rifle Targeting · Unflinching Sniper Aim ×1 (flinch is the sniper's enemy in GMs).
Chest: Sniper Rifle Reserves · resist mods to taste.
Legs:Solar Weapon Surge ×2 (Still Hunt is Solar — surge stacks onto the sniper rounds and the Golden Gun) · Special Ammo Finder/Scavenger.
Class item: Powerful Attraction (dodge vacuums orbs → charges the AWA bar) · Reaper (dodge → next kill spawns an Orb) · Bomber.
Where it shines
Boss / miniboss DPS spikes: two Nighthawk shots back-to-back (Super + AWA), then refill the AWA bar with precision fire and orbs and do it again. Best-in-class burst from a Special slot.
GM/Master add-clear support: the Primary and machine gun clear; the sniper deletes the orange bar that needs deleting now.
Champions (Anti-Champion 2.0): Still Hunt is a High-Impact sniper archetype → intrinsic Unstoppable stun. It does not carry Barrier or Overload on its own — pair the Primary's archetype (Precision/Adaptive → Barrier, Lightweight/Rapid-Fire → Overload) for the other two, and use a Golden Gun shot to simply delete a stunned champion. Verify the Unstoppable-archetype mapping in-game (below).
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Special Ammo Finder3e
Increases the effect of all contributions towards the Special ammo meter.
Arms (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
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 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.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
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.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate 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).