Gunslinger

"I'll say it because Cayde never will. Gunslingers are elitists. Nothing but the best is good enough for their hands. And firepower isn't enough. They demand elegance, as if there's anything elegant about a gun. If they had their way, Golden Guns would be standard issue. What a universe that would be."

- Lord Shaxx

Gunslinger is a Solar-based Hunter subclass.

Lore
''The Kell is screaming three inches from my face and its breath smells like two corpses in summer and I have to blink my eyes against the spit. One of the less obvious perks of being able to pull a flaming gun out of the air is enjoying moments like this—alien fist around my neck, feet kicking in the air, not two seconds from death—but ready to laugh at the expression on that Kell's four-eyed face as its mandibles click for the last time and its body turns into fire.''

''The giant creature pulls back its other fist and its steel muscles bunch. I reach for the Light and get… nothing? Huh. Right. I used my flaming gun on those three Taken outside the obelisk. Gotta learn to count.''

What I love about my Ghost—

Notable Gunslingers

 * Ana Bray
 * Cayde-6
 * Shin Malphur

Upgrades (Destiny 1)
"A lone wolf who lives for the perfect shot."

- Class Description

Tier 1—Grenades

 * Incendiary Grenade—an explosive grenade that catches enemies on fire, causing additional damage over time
 * Swarm Grenade—a grenade which detonates on impact, releasing multiple drones that seek nearby enemies
 * Tripmine Grenade—an explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger

Tier 2—Movement

 * Double Jump—jump a second time after leaving the ground
 * Better Control—upgrades Double Jump for better directional control while in the air
 * Triple Jump—upgrades Double Jump with a third jump
 * Higher Jump—upgrades Double Jump for even greater height.

Tier 3—Super

 * Golden Gun—summon a flaming hand cannon which disintegrates enemies with Solar Light
 * Deadeye—significantly increases the accuracy of Golden Gun
 * Combustion—killing enemies with Golden Gun cause them to explode
 * Gunfighter—reduces the cooldown of Golden Gun, allowing it to be used more often

Tier 4—Melee

 * Throwing Knife—throw a knife from a distance
 * Circle of Life—killing an enemy with Throwing Knife while Golden Gun is active extends the duration of Golden Gun
 * Incendiary Blade—throwing Knife catches enemies on fire, dealing additional damage over time
 * Knife Juggler—precision kills with Throwing Knife immediately resets its cooldown

Tier 5—Training 1

 * Path Forgotten—training focused on toughness and speed
 * Path Forbidden—training focused on battle recovery and speed
 * Path Unknown—training focused on battle recovery and toughness

Tier 6—Perks 1

 * Scavenger—picking up ammo reduces the cooldown of your grenade and Throwing Knife
 * Keyhole—Golden Gun overpenetrates and can damage multiple targets
 * Gunslinger's Trance—precision kills increase weapon stability. Stacks up to 3 times

Tier 7—Training 2

 * Way of the Drifter—training focused on all attributes
 * Way of the Fearless—training focused on toughness at all costs
 * Way of the Nomad—training focused on maximum battle recovery

Tier 8—Perks 2

 * Chain of Woe—precision kills increase weapon reload speed. Stacks up to 3 times
 * Over the Horizon—increases the range of the Golden Gun
 * Gambler's Dagger—gain an additional Throwing Knife

Upgrades (Destiny 2)
"A lone wolf who lives for the perfect shot."

- Class Description



Grenades

 * Incendiary grenade: An explosive grenade that catches enemies on fire, causing additional damage over time.
 * Swarm Grenade: A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
 * Tripmine Grenade: An explosive grenade that sticks to surfaces and and detonates when enemies pass through its laser trigger.

Movement

 * High Jump: Upgrades Double Jump with even greater height.
 * Strafe Jump: Upgrades Double Jump with better directional control while in the air.
 * Triple Jump: Upgrades Double Jump with a third jump.

Super

 * Golden Gun: Summon a flaming pistol which disintegrates enemies with Solar Light
 * Blade Barrage: Spring into the air and throw two barrages of throwing knives, causing massive damage and burning

Class Abilities

 * Marksman Dodge: Automatically reload your equipped weapon while dodging
 * Gambler’s Dodge: Dodging near enemies generates Melee energy

Way Of The Outlaw

 * Proximity Knife: Throw a tripmine-like knife at enemies that explodes shortly after impact or 15 seconds if thrown at a wall or floor when melee energy is full.
 * Chains of Woe: Precision kills increase reload speed for you and nearby allies.
 * Deadshot: Significantly improves your ability to hit with Golden Gun.
 * Six-Shooter:Golden Gun can be fired quickly up to 6 times and each kill returns a bullet.

Way Of The Sharpshooter

 * Weighted Knife: Throw a knife at enemies when melee energy is full. A precision kill with this ability instantly recharges it.
 * Practice Makes Perfect: Enter a trance with each precision hit, reducing the cooldown of your Golden Gun.
 * Knock 'Em Down: Precision kills increase weapon stability and handling. Your Super does more damage when cast while this buff is active with 20 or more seconds remaining.
 * Line ‘Em Up: Enables precision damage with Golden Gun. Precision hits with Golden Gun generate Orbs of Power, increase its damage, and extend its duration.

Way of a Thousand Cuts

 * Blade Barrage: A new super which springs the player in the air and fires off two quick barrages of multiple throwing knives dealing massive damage and burn damage on targets still surviving.
 * Knife Trick: Throw an entire fan of knives, lighting enemies on fire.
 * Playing With Fire: Killing burning enemies grants melee energy.
 * The Burning Edge: Burning enemies with Knife Trick gives dodge energy.

Super

 * Golden Gun - Deadshot: Summon a rapid-fire flaming pistol which disintegrates enemies with Solar Light. Causing Solar Ignitions while your super is active refunds Golden Gun Round. Benefits from Radiant.
 * Golden Gun - Marksman: Summon a precision flaming pistol which disintegrates enemies with Solar Light. Your Golden Gun deals massively increased precision damage, overpenetrates targets, and creates Orbs of Power on precision hits. Benefits from Radiant.
 * Blade Barrage: Vault into the air and unleash a volley of Solar-charged explosive knives.

Grenades

 * Solar Grenade: A grenade that creates a flare of Solar Light which continually damages and scorches targets trapped inside.
 * Firebolt Grenade: A grenade that unleashes bolts of damaging Solar Light at nearby targets and slightly scorches them.
 * Fusion Grenade: An explosive grenade that attaches to its targets, damaging and moderately scorching them on detonation.
 * Incendiary Grenade: A grenade that explodes in a fiery burst and heavily scorches nearby targets.
 * Thermite Grenade: A grenade that sends forth a line of fire, dealing damage and scorching targets in its path.
 * Swarm Grenade: A grenade that detonates on impact, releasing multiple drones that seek nearby enemies. Each drone slightly scorches affected targets.
 * Tripmine Grenade: An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger, dealing damage and moderately scorching them.
 * Healing Grenade: A grenade that cures allies on impact and creates Orb of benevolent Solar Light granting restoration to allies when picked up.

Melee

 * Knife Trick: Throw a fan of knives that scorch targets on hit.
 * Lightweight Knife: Quickly throw a knife that deals moderate damage. Precision hits with this knife make you radiant for a short duration.
 * Weighted Throwing Knife: Throw a knife that deals extra precision damage and causes scorched targets to ignite. Precision final blows with this knife immediately recharge your class ability.
 * Proximity Explosive Knife: Throw a knife that attaches to surfaces upon impact and explodes when it detects a nearby target.

Movement

 * High Jump: While airborne, jump a second time to reach greater heights.
 * Strafe Jump: While airborne, jump a second time with strong directional control.
 * Triple Jump: While airborne, sustain your air control with a second or third jump.

Class Abilities

 * Gambler's Dodge: Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
 * Marksman's Dodge: Dodge to perform a evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
 * Acrobat's Dodge: Dodge to perform an acrobatic leap. Upon landing, make yourself and nearby allies radiant.

Aspects

 * Knock 'Em Down (A Scorched shell casing smelling of gunpowder, somehow still warm to the touch. You flash brilliant, in dark times.): Your Solar Supers are enhanced. Golden Gun - Deadshot has increased duration, Golden Gun - Marksman has increased damage resistance and duration, and Blade Barrage launches more projectiles. While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
 * On Your Mark (A leather holster, well-worn. You were always quicker on draw.): Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times. Activating your class ability immediately grants maximum stacks of On Your Mark.
 * Gunpowder Gamble (A book of matches, just on left. Light 'Em up.): Defeat targets with abilities, Solar debuffs, or Solar weapons to change up an improvised Solar explosive. Throw a solar explosive that can be shot in mid-air to cause an ignition.

Fragments

 * Ember of Ashes: You apply more scorch stacks to targets.
 * Ember of Beams: Your Solar Super projectiles have stronger target acquisition. +10 Intellect.
 * Ember of Benevolence: Applying restoration, cure or radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration.
 * Ember of Blistering: Defeating targets with Solar ignitions grant grenade energy.
 * Ember of Char: Your Solar ignitions spread scorch to affected targets. +10 Discipline.
 * Ember of Combustion: Final blows with your Solar Super cause targets to ignite. +10 Strength.
 * Ember of Eruption: Your Solar ignitions have increased area of effect. +10 Strength.
 * Ember of Empyrean: Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience.
 * Ember of Searing: Defeating scorched targets grants melee energy. +10 Recovery.
 * Ember of Singeing: Your class ability recharges faster when you scorch targets.
 * Ember of Solace: Radiant and restoration effects applied to you have increased duration.
 * Ember of Tempering: Solar weapon final blows grant you and your allies increased recovery for a short duration. Stacks 3 times. While Ember of Tempering is active, your weapons have increased airborne effectiveness. -10 Recovery.
 * Ember of Torches: Powered melee attacks against combatants make you and nearby allies radiant.
 * Ember of Wonder: Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power. +10 Resilience.

List of appearances

 * Destiny
 * Destiny 2