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 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.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Solar Gunslinger | Firefly is Solar — the whole subclass amplifies the explosion the gun cares about. |
| Super | Celestial turns it into one massive precision shot; precision final blows from the scout refund it. | |
| Class ability | Full reload mid-fight (insurance for the rare missed-crit stack reset) + reposition for clean head angles. | |
| Melee | Precision knife kill → Radiant (via Ember of Torches); keeps the Solar buff rolling between Firefly chains. | |
| Grenade | Cure/sustain — the gun is the damage, the grenade keeps you alive at range. | |
| Aspect 1 | Precision hits grant reload + Weapons stat ×10 — and this gun is nothing but precision hits, so it's permanently maxed. | |
| Aspect 2 | Marksman Golden Gun gets increased duration — more Celestial single-shots per Super, and damage resistance on the cast. |
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.
Other two weapon slots (complement the scout):
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Harmonic Siphon 1e | 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 Siphon 3e fill | Rapid Solar weapon final blows create an Orb of Power. | |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (6/10) | Solar Resistance 2e fill | Reduces incoming Solar damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Solar Weapon Surge 1e | Your 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 | Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Kinetic Weapon Surge 1e | 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 Finisher 1e | Finishers generate Special ammo for the whole fireteam. |
| Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Bomber 1e fill | 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).