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Solar

The Jade Rabbit — Firefly Marksman (Solar Hunter)

Precision add-clear + Firefly chain-detonation
The Jade Rabbit 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 Kinetic · Primary · 150 RPM · No intrinsic champion

Centerpiece: The Jade Rabbit (Scout Rifle · Primary · Kinetic) · Subclass: Solar Gunslinger · Role: Precision add-clear + Firefly chain-detonation Sandbox: 9.7.0 · Updated 2026-07-03

One gun, one rule: only ever land headshots. Chain precision hits and the mag refills, stability climbs, and the next Firefly explosion 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, Celestial Nighthawk to convert every precision final blow into Super, and fragments that turn the scorch the explosions spread back 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 (intrinsic): "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."

Firefly (trait): "Precision kills with this weapon increase reload speed and cause the target to explode, dealing Solar damage to nearby enemies."

Catalyst — Amassed Fate: "[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."

Every chained crit stacks a damage bonus that does two things: it buffs body shots so you can finish a precision-softened target without breaking the reload loop, and it buffs the Firefly explosion. Firefly deals Solar damage, so a precision kill on a stacked Jade Rabbit is an oversized Solar burst rather than a chip pop — it chains through packs. Because chaining crits also refills the magazine and tightens stability, a crit-only Jade Rabbit self-reloads and never stops ramping. The catalyst is the release valve: dump the accumulated stacks into a single Fated Missile for a burst hit on a priority target. The inversion is the whole discipline — a body shot removes a stack, so the weapon punishes the exact mistake every other primary forgives. Keep it crit-only and it never reloads, never stops climbing.

Loadout

SlotPickWhy
SubclassSolar GunslingerFirefly deals Solar damage — the whole subclass amplifies the explosion the gun cares about.
SuperGolden Gun: MarksmanCelestial converts it into one massive precision shot; the scout's precision final blows refund it.
Class abilityMarksman's DodgeFull reload mid-fight (insurance for a rare missed-crit stack reset) plus a reposition to a clean head angle.
MovementStrafe JumpPrecise mid-air control to hold a stable crosshair on head-level lanes.
MeleeLightweight KnifeA precision knife kill triggers Ember of Torches Radiant, keeping the Solar weapon buff rolling between Firefly chains.
GrenadeHealing GrenadeCure and sustain at range — the gun is the damage, the grenade keeps you alive.
Aspect 1On Your MarkPrecision hits grant reload + Weapons stat, stacking ten times — and this gun is nothing but precision hits, so it stays maxed.
Aspect 2Knock 'Em DownMarksman Golden Gun gets increased duration — more Celestial single-shots per Super cast.
FragmentsTorches · Searing · Empyrean · SolaceRadiant on melee, Firesprite/melee off scorched kills, Radiant/Restoration extended and lengthened by the gun's own Solar kills.
Exotic armourCelestial NighthawkPrecision final blows cut Super cooldown; Golden Gun fires one high-damage shot for the burst target.
WeaponsSolar Special + HeavyA Solar energy weapon shares the Solar surge and extends Radiant/Empyrean; Heavy covers boss/Unstoppable duty.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. Weapons is the dump-everything stat: it scales the Jade Rabbit, the Firefly explosion, and stacks with On Your Mark's Weapons-stat grant. Class next keeps Marksman's Dodge — the reload insurance — on a short cooldown. Health as the remaining buffer, since Radiant and Restoration carry survivability.

Artifact — Implement of Curiosity

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Harmonic Siphon 1eRapid 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 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)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar 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)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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). Flex/loadout-dependent: heavy slot (the scout breaks no champion intrinsically) — see Where it shines.