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Prismatic

Bloodhound — Foetracer (Prismatic Hunter)

Elemental-cycling marksman — "the right tool for every target"

Anchor: Foetracer (Helmet) · Subclass: Prismatic · Role: Elemental-cycling marksman — "the right tool for every target" Sandbox: 9.7.0 · Created 2026-06-16

Tag a champion with an ability, and your weapons of that element hit harder. Finish it with the matching element and it coughs up an elemental pickup, which your Facets turn back into Transcendence energy and an even bigger element-X damage buff. Then you read the next target and swap elements. Foetracer is the only exotic that pays you for owning the whole rainbow — and Prismatic is the only subclass that can throw the whole rainbow. That's the build.

How Prismatic works in this build

Foetracer's loop needs you to deploy abilities of different elements on demand and finish targets with whichever element you just tagged them with. A mono-element subclass physically can't do that — its grenade, melee and Super are all one colour, so it can only ever buff one weapon type. Prismatic is the entire point: its ability pool spans Arc/Solar/Void/Stasis/Strand, so you choose which element to "paint" a target with, then cash the matching pickup into the Light/Darkness Transcendence meters. Snare Bomb / Deadfall fill Light (Void); Gunpowder Gamble's Solar ignitions fill Light; any Stasis slow or Strand sever fills Darkness. Because the build is designed to swing across elements, both meters climb together and Transcendence comes up fast — and Facet of Honor turns every Foetracer pickup straight into Transcendence energy.

Loadout

SlotPickWhy
SuperShadowshot: Deadfall (Void)35% team weaken + suppress + groups the pack. Sets Void as the "house" element so the Super-keyed artifact pickups (Coalescence/Overdrive) default to Void Breaches; weaken thins champions for the matched-element finisher.
Class abilityGambler's DodgeRefunds melee energy near enemies (scales with Melee stat) — keeps a painting-melee charged.
MovementTriple JumpAir control to line up shots / Gunpowder throws.
MeleeSnare Bomb (Void)Tags a powerful/champion with Void ability damage → Foetracer marks it + buffs Void weapons. Feeds Stylish.
GrenadeMagnetic Grenade (Void)Attaches + double-detonates — a precise Void "paint" for a priority/champion so the mark lands where you want it.
Aspect 1Stylish Executioner (Void)Any elemental-debuffed kill → invis + Truesight; next melee while invis weakens. Survivability engine + a Void-debuff source.
Aspect 2Gunpowder Gamble (Solar)Kills charge a throwable Solar explosive → mid-air ignition. A whole second element on tap with no second cooldown — paint a target Solar, finish Solar, spawn a Firesprite. Costs only 1 Facet slot.

Facets (5/5) — the pickup-conversion core (manifest-verified wording):

Exotic — Foetracer (Helmet)

Relentless Tracker: Damaging a powerful combatant or Guardian with an ability temporarily increases weapon damage of the same type. Defeating that marked target with damage that matches the element creates an Elemental pickup.

Two distinct rewards from one mark, and the build is built to collect both:

Why this works (the mechanics)

Weapons

Multi-element on purpose — this is the identity, not a preference. Foetracer only buffs (and only spawns a pickup for) the element that matches the mark, so you need a gun ready in whatever element you just painted the target with. Carry at least two elements across your three weapon slots, ideally three.

Stats & archetypes

This build wants its weapons to land the matched-element finishers and its Class to keep Snare Bomb/dodge cycling, so:

Weapons 150+ → Class 130+ → Melee 100 → Health (dump).

Archetypes: Skirmisher (Melee/Weapons), Powerhouse (Weapons/Super), Reaver (Class/Melee). Mods: Weapon Surge ×2 on boots (matched-element damage stacks straight onto the buffed gun — swap the element to your most-used finisher), Harmonic Siphon (orbs for Purpose), Utility Kickstart / Class Font (Class to ~130), Recuperation / Better Already on orb pickup.

Set bonus (optional — never the driver)

House rule: set bonuses are garnish, not a driver. The Foetracer cycle is complete on stats + Facets + artifact alone. If your rolls happen to carry one, the on-theme pick is a set whose 2pc rewards elemental-pickup collection or multi-element kills — but slot it only if the piece already carries the Weapons/Class spread above. Do not chase a set; never give this a Spirit-of-X class item — the exotic is Foetracer (Helmet), so the class item is an ordinary legendary (Prismatic's usual exotic-class-item slot is spent on the helmet here).

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.
Arc Siphon 3e fillRapid Arc 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 (5/10)Arc Resistance 1e fillReduces incoming Arc 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)Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (7/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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).

Artifact — Hunter's Journal (The Edge of Fate)

Run this artifact; it is the build's other half. The pickup loop lives here:

The loop