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Prismatic

Bloodhound — Foetracer (Prismatic Hunter)

Elemental-cycling marksman — "the right tool for every target"
Foetracer on light.gg
Your gear best achievable Weapons 150 / 150 target — gear ready
Health 32 · Melee 33 · Grenade 75 · Super 39 · Class 25 · Weapons 150 · armour only; stat mods + fragments add more

Centerpiece: Foetracer (Helmet) · Subclass: Prismatic · Role: Elemental-cycling marksman — "the right tool for every target" Sandbox: 9.7.0 · Updated 2026-07-03

Tag a champion with an ability and your weapons of that element hit harder for the next few seconds. Finish it with the matching element and it coughs up an elemental pickup — which your Facets bank straight into Transcendence. Then you read the next target and swap colours. 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 is the build.

The exotic

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.

Foetracer pays out twice from a single ability hit, and the whole build is wired to collect both halves. First the buff: hit an Elite, Miniboss, Boss or Guardian with an ability and you highlight it for ten seconds and gain 4 Stacks of Weapon Surge matching that element — so your Void gun bites harder the instant your Snare Bomb lands. Second the pickup: kill that same highlighted target with matching-element damage and it drops an Elemental pickup (Void Breach, Firesprite, Ionic Trace, Stasis Shard or Strand Tangle). On its own the pickup is a stray orb; under Facet of Honor it becomes Transcendence energy of that colour. Because the buff and the pickup both gate on the element matching the mark, a mono-element kit can only ever satisfy one colour — which is exactly why this rides Prismatic and a multi-element weapon set.

Loadout

SlotPickWhy
SubclassPrismaticThe only subclass that can deploy Arc/Solar/Void/Stasis/Strand abilities on demand, so you choose which element to paint each target.
SuperShadowshot: Deadfall (Void)Dramatic team weaken + suppress that groups the pack and thins champions for the matched-element finisher; sets Void as the "house" colour.
Class abilityGambler's DodgeRefunds melee energy near enemies (scales with Melee), keeping a Snare Bomb charged to paint the next target.
MovementTriple JumpAir control to line up precision shots and Gunpowder throws.
MeleeSnare Bomb (Void)Tags a powerful/champion with Void ability damage, triggering Foetracer's mark + Void Weapon Surge and feeding Stylish.
GrenadeMagnetic Grenade (Void)Attaches then double-detonates — a precise Void "paint" you can place exactly on a priority target.
Aspect 1Stylish Executioner (Void)Any elemental-debuffed kill grants invisibility + Truesight; the survivability engine that scales with how much you debuff.
Aspect 2Gunpowder Gamble (Solar)Kills charge a throwable Solar explosive that ignites mid-air — a whole second paintable element on tap for just one Facet slot.
Fragments5 Facets (below)The pickup-to-Transcendence conversion core: Honor banks, Awakening feeds, Hope/Purpose/Courage layer economy and defence.
Exotic armourFoetracer (Helmet)The mark → Weapon Surge → matched-finisher → Elemental pickup loop the whole kit is built around.
WeaponsVoid + Solar + Stasis/Strand across the three slotsMulti-element on purpose — you need a gun ready in whatever colour you just painted the target, since Foetracer only buffs and only drops a pickup for the matching element.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Melee. The matched-element buff multiplies your gun, so more base weapon damage compounds with Foetracer's Weapon Surge — Weapons is the primary. Then Class to keep Gambler's Dodge cycling (Facet of Hope already accelerates it whenever a mark's elemental buff is live), and Melee so Snare Bomb is up to tag the next target. Health is the dump stat: invisibility (Stylish), Void Overshield (Purpose/Hegemony) and Transcendence's heal already carry survivability. Archetype lean is Skirmisher (Weapons/Melee) or Powerhouse (Weapons/Super) armour.

Mods:

Artifact — Hunter's Journal

Picks (2/3/2): Elemental Siphon + Threaded BlastRadiant Orbs + Void Hegemony + Bad AmplitudeTransference + Shieldcrush

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Void Siphon 3e fillRapid Void weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (5/10)Void Resistance 1e fillReduces incoming Void 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 (7/10)Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge 3eYour Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (5/10)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.
Bomber 1eReduces grenade cooldown when using your class ability.
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). Flex/loadout-dependent: so lean elemental resist over raw armour. - **Class item:** an ordinary **legendary** — Foetracer occupies the exotic slot; Bad Amplitude jolts a champion for Overload.