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Solar

Still Hunt — Two Golden Guns (Hunter)

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

SlotPickWhy
SubclassGunslinger (Solar Hunter)Golden Gun is the entire pairing; everything orbits the Super.
SuperGolden Gun: MarksmanThe one the weapon impersonates. Nighthawk modifies it; Knock 'Em Down extends it.
Class abilityMarksman's DodgeReload-on-dodge keeps Still Hunt topped between AWA shots.
MeleeLightweight KnifePrecision-kill loop → Radiant + Ember of Torches; cheap, on-theme.
GrenadeHealing GrenadeSustain; the guns are the damage. (Gunpowder Gamble carries the AoE.)
Aspect 1Knock 'Em Down"Marksman Golden Gun has increased duration" — more time in the supercharged Super; Deadshot variant gains DR.
Aspect 2On Your MarkPrecision 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.
FragmentsEmber of Torches, Ember of Empyrean, Ember of Solace, Ember of SearingTorches = 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 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 shots too — both guns hit like Nighthawk.
Weapon 2 (Primary)A Strand/Stasis Primary with Slice/Headstone or any orb-spawner you can siphonFeeds Orbs of Power (charges Still Hunt's bar) and clears trash while the bar fills.
Weapon 3 (Heavy)Machine Gun or rocketSustained boss/add DPS between Golden Gun windows; covers what one-shots don't.

Why this works (the mechanics)

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.

Archetypes: Powerhouse (Weapons/Super) helmet+chest, Gunner pieces, anything favouring Weapons. Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
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 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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).