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Solar

Still Hunt — Two Golden Guns (Solar Hunter)

On-demand boss/champion burst via a second Golden Gun out of the Special slot
Still Hunt on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Special · 90 RPM · No intrinsic champion

Centerpiece: Still Hunt (Sniper Rifle · Special · Solar) · Subclass: Gunslinger · Role: On-demand boss/champion burst via a second Golden Gun out of the Special slot Sandbox: 9.7.0 · Updated 2026-07-03

Still Hunt is a sniper that holds its own private Golden Gun. Charge the built-in Super bar off orbs and precision hits, then trigger the Alternate Weapon Action to fire Cayde's Golden Gun rounds out of a Special weapon — no real Super spent. Put Celestial Nighthawk on top and both guns become Nighthawk: your actual Golden Gun becomes one supercharged round, and Still Hunt's AWA shot becomes that same single high-damage projectile. Two Nighthawk shots in one pocket, one of them reloadable.

The weapon

Cayde's Retribution (intrinsic, 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."

Lucky Shot (catalyst, 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 carrying a second resource bar that fills from Orbs of Power and precision hits. When the bar is full, the Alternate Weapon Action swaps the weapon into Golden Gun mode and you fire Cayde's Golden Gun rounds — high single-target Solar damage that never touches your real Super. Because a sniper lands precision hits constantly, the bar refills passively as you play the gun normally, so you get boss-grade shots far more often than any once-per-Super Nighthawk Hunter. The catalyst, Lucky Shot, refunds rounds from reserves after a precision final blow, keeping the base three-round mag fed between Golden Gun windows rather than forcing a reload every few shots.

Loadout

SlotPickWhy
SubclassGunslinger (Solar Hunter)Golden Gun is the entire pairing; the whole kit orbits the Super and Radiant.
SuperGolden Gun: MarksmanThe Super the weapon impersonates; Nighthawk modifies it, Knock 'Em Down extends its duration.
Class abilityMarksman's DodgeReload-on-dodge keeps Still Hunt topped between AWA shots without breaking precision fire.
MovementTriple JumpReliable air control for repositioning to safe sniping angles in GMs.
MeleeLightweight Knife (Throwing Knife)Precision-kill loop feeds Radiant via Ember of Torches; on-theme and cheap.
GrenadeHealing GrenadePure sustain — the guns are the damage, so the grenade slot just keeps you alive.
Aspect 1Knock 'Em Down"Marksman Golden Gun has increased duration" — more time in the supercharged Super each activation.
Aspect 2On Your MarkPrecision hits grant increased reload and Weapons stat, stacking ten times — a sniper caps this instantly and holds it.
FragmentsEmber of Torches · Ember of Empyrean · Ember of Solace · Ember of SearingTorches makes you Radiant off the knife; Empyrean extends Radiant on Solar final blows; Solace lengthens Radiant; Searing returns melee energy from scorched kills.
Exotic armourCelestial 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 shot too.
WeaponsOrb-spawning Primary (Slice/Headstone or a siphon-fed roll) + Machine Gun or rocketThe Primary feeds Orbs of Power that charge Still Hunt's bar and clears trash; Heavy covers sustained DPS between Golden Gun windows.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Super → Class. Weapons maxes On Your Mark and the 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 and Grenade are dump stats.

Archetype lean: Gunner/Paragon pieces — anything favouring Weapons and Super. Mods:

Artifact — Implement of Curiosity

The Solar-precision artifact for a Solar sniper: every round you land is a precision hit, so Radiant sources stay lit permanently (the universal multiplier on both guns) while precision fire generates Armor Charge and the Champion mods cover the stun the weapon itself lacks.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (6/10)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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
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 Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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: the Golden Gun element. - **Anti-Champion:** sourced from the artifact; your Primary — Still Hunt breaks no champion on its own (see Champion coverage).