Weapon: The Jade Rabbit (Scout Rifle · Primary/Kinetic · Kinetic) · Subclass: Solar Gunslinger · Role: Precision add-clear + Firefly chain-detonation Sandbox: 9.7.0 · Created 2026-06-16
One gun, one rule: only ever land headshots. Chain precision hits and the mag refills, stability climbs, and the Solar Firefly explosion the next precision kill drops gets "greatly increased" damage — so a Kinetic scout becomes a Solar chain-detonator. Build the whole Hunter around never missing a crit: Gunslinger for Radiant + Firefly synergy, Celestial Nighthawk to convert every precision final blow into Super, and fragments that turn the scorch the explosions spread into ability energy. Miss a body shot and you literally lose a stack — the fantasy is the discipline.
The weapon
The Fate of All Fools (verbatim): "Chain precision shots or land precision final blows to refill the magazine, improve stability, and greatly increase the damage of Firefly and body shots. Landing a body shot will remove one stack of the damage bonus."
Catalyst — Amassed Fate (verbatim): "[Alternate Weapon Action] to consume Fate of all Fools and prime a single Fated Missile that deals increased damage based on the number of stacks consumed."
What it does: every chained crit stacks a damage bonus that (a) buffs body shots so you can finish a precision-softened target without breaking your reload loop, and (b) buffs the Firefly explosion — and Firefly deals Solar damage ("Precision kills with this weapon increase reload speed and cause the target to explode, dealing Solar damage to nearby enemies"). A precision kill on a stacked Jade Rabbit is therefore an oversized Solar burst, not a chip explosion. The catalyst lets you dump the accumulated stacks into one Fated Missile (a single empowered round) for a burst-damage release valve against a priority target. Note the inversion: body shots cost you a stack, so the weapon punishes the exact mistake every other primary forgives — keep it a crit-only weapon and it never reloads and never stops ramping.
Loadout
Slot
Pick
Why
Subclass
Solar Gunslinger
Firefly is Solar — the whole subclass amplifies the explosion the gun cares about.
Super
Golden Gun: Marksman (Hawkeye Hack → single shot)
Celestial turns it into one massive precision shot; precision final blows from the scout refund it.
Class ability
Marksman's Dodge
Full reload mid-fight (insurance for the rare missed-crit stack reset) + reposition for clean head angles.
Melee
Lightweight Knife
Precision knife kill → Radiant (via Ember of Torches); keeps the Solar buff rolling between Firefly chains.
Grenade
Healing Grenade
Cure/sustain — the gun is the damage, the grenade keeps you alive at range.
Aspect 1
On Your Mark
Precision hits grant reload + Weapons stat ×10 — and this gun is nothing but precision hits, so it's permanently maxed.
Aspect 2
Knock 'Em Down
Marksman Golden Gun gets increased duration — more Celestial single-shots per Super, and damage resistance on the cast.
Fragments
Ember of Torchespowered-melee → Radiant for you and allies — your Solar weapon-damage buff
Ember of Searingdefeating scorched targets → melee energy + Firesprite; Firefly spreads scorch so kills near it feed this
Ember of EmpyreanSolar weapon/ability final blows extend Radiant/Restoration — Jade Rabbit's precision kills keep Radiant alive on their own
Ember of SolaceRadiant/Restoration last longer
Why this works (the mechanics)
The gun's entire ramp is gated behind precision — so is the rest of the build. Fate of All Fools stacks on crits, On Your Mark stacks on crits, Celestial refunds Super on precision final blows, Ember of Empyrean extends Radiant on Solar kills. Every system pays out on the same input — landing headshots — so there's no rotation to juggle, just aim.
Firefly is Solar, and the weapon "greatly increases" its damage. A normal Firefly is a minor add-clear pop; a stacked Jade Rabbit Firefly is a real Solar AoE that chains through packs. Radiant (from Ember of Torches) is a ~10% weapon-damage buff that applies to the Jade Rabbit shot itself, feeding bigger precision hits → bigger Firefly. The explosion's scorch then feeds Ember of Searing (melee energy + Firesprite).
Celestial Nighthawk closes the Super loop off the gun, not the Super. Hawkeye Hack: "Precision final blows reduce the cooldown of your Super." A crit-only scout is a precision-final-blow machine, so Golden Gun comes back fast. When you cast, it's one high-damage Hawkeye shot for the boss/champion — then back to the gun, which is already charging the next Golden Gun.
On Your Mark double-dips the 9.7.0 Weapons stat. Its ×10 stacks add the Weapons stat, which adds PvE weapon damage on top of the Fate-of-All-Fools ramp and Radiant — three independent multipliers stacked on the same precision hits, all permanently up because you never stop critting.
Body shots are a deliberate failure state, and the build covers them. Marksman's Dodge gives an emergency full reload if a missed crit resets your stacks; the body-shot damage bonus exists so you can finish an already-crit- softened target without resetting, not so you can spray. Discipline in, ramp out.
Stats & mods
Weapons 200 → Class 100 → Health 70+. Weapons is the dump-everything stat: it scales the Jade Rabbit, the Firefly, and stacks with On Your Mark. Class ~100 keeps Marksman's Dodge (the reload insurance) on a short cooldown. Health as the remaining buffer since Radiant/Restoration carry survivability.
Archetypes: Powerhouse / Gunner-primary pieces (Weapons + Super favoured).
Mods: Scout Rifle Loader + Scout Rifle Scavenger; Solar Weapon Surge ×2 on boots (the Firefly damage is Solar, so a Solar surge buffs the explosion); Kinetic Weapon Surge does nothing for Firefly but helps the body-shot hits — prefer Solar surge for the AoE. Harmonic Siphon (Solar kills → Orbs feed Celestial's Super loop), Heavy/Special Finisher for ammo economy.
Stat tuning: +Weapons / −Health where available.
Where it shines
Add-dense PvE: GMs, Nightfalls, Onslaught, legend content. Firefly chains through trash; Celestial recycles Golden Gun for the orange-bar that needs a burst. The crit-only loop self-reloads, so ammo economy is excellent for a scout.
Mid-range lanes where a scout's range lets you stay out of melee and farm clean headshots — exactly the discipline the gun demands.
Champion coverage (Anti-Champion 2.0): The Jade Rabbit is a Precision-frame scout, so by archetype it stuns Barrier champions (Precision/Adaptive → Barrier). It carries no bespoke champion stun in its exotic perk. Overload and Unstoppable must come from your other two weapon slots or the artifact — flag this when slotting champion mods for a given activity.
Other two weapon slots (complement the scout):
Energy/Special: a Solar weapon (e.g. a Solar fusion or sniper) so a Solar surge buffs both it and Firefly, and to extend Radiant/Empyrean via its kills. Pick a frame covering Overload (Lightweight/Rapid-Fire) for the champion gap the Jade Rabbit leaves.
Heavy: a Machine Gun or Linear Fusion for the boss/Unstoppable duty the scout and Golden Gun don't personally cover — choose a frame that stuns Unstoppable (Aggressive/High-Impact) to round out champion coverage.
Artifact — Implement of Curiosity (current)
This artifact pays off the build's exact inputs — Scout Rifle precision and Solar Radiant — while plugging the Unstoppable gap the Jade Rabbit can't cover. Fever and Chill turns the Solar weapon you pair alongside (and Firefly's element) into a self-sustaining Radiant engine, Radiant Shrapnel fires off both your Radiant and Scorch payoffs, and Energy Acceleration stuns Unstoppable so the scout only has to handle Barrier. Picks (2/3/2):Semi-Auto Striker + Fever and Chill — Energy Acceleration + Cauterized Darkness + Elemental Daze — Radiant Shrapnel + Elemental Overdrive
Tier 1:Semi-Auto Striker (rapid precision Scout shots make Orbs — feeds Celestial's Super loop with the gun's own input) — Fever and Chill (rapid precision Solar hits grant Radiant — keeps the ~10% weapon buff on the Firefly shot)
Tier 2:Energy Acceleration (Unstoppable coverage — the champion gap the scout leaves) — Cauterized Darkness (debuffed targets take more Solar — amplifies the Firefly burst) — Elemental Daze (stunning a Champion applies a matching elemental debuff, feeding Cauterized Darkness)
Tier 3:Radiant Shrapnel (sustained damage while Radiant or scorched-kills release damage — pays off both core verbs at once) — Elemental Overdrive (Firesprite/Solar pickups boost same-element weapon damage — bigger Solar Firefly)
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Harmonic Siphon1e
Rapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
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 Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)
Special Finisher1e
Finishers generate Special ammo for the whole fireteam.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
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).