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
Slot
Pick
Why
Subclass
Prismatic
The only subclass that can deploy Arc/Solar/Void/Stasis/Strand abilities on demand, so you choose which element to paint each target.
Super
Shadowshot: 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 ability
Gambler's Dodge
Refunds melee energy near enemies (scales with Melee), keeping a Snare Bomb charged to paint the next target.
Movement
Triple Jump
Air control to line up precision shots and Gunpowder throws.
Melee
Snare Bomb (Void)
Tags a powerful/champion with Void ability damage, triggering Foetracer's mark + Void Weapon Surge and feeding Stylish.
Grenade
Magnetic Grenade (Void)
Attaches then double-detonates — a precise Void "paint" you can place exactly on a priority target.
Aspect 1
Stylish Executioner (Void)
Any elemental-debuffed kill grants invisibility + Truesight; the survivability engine that scales with how much you debuff.
Aspect 2
Gunpowder Gamble (Solar)
Kills charge a throwable Solar explosive that ignites mid-air — a whole second paintable element on tap for just one Facet slot.
Fragments
5 Facets (below)
The pickup-to-Transcendence conversion core: Honor banks, Awakening feeds, Hope/Purpose/Courage layer economy and defence.
Exotic armour
Foetracer (Helmet)
The mark → Weapon Surge → matched-finisher → Elemental pickup loop the whole kit is built around.
Weapons
Void + Solar + Stasis/Strand across the three slots
Multi-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
Facet of Honor · Facet of Awakening · Facet of Hope · Facet of Purpose · Facet of Courage
Why it works (the mechanics)
The element-cycle is a closed loop with three payouts per target. Paint (ability hits target with element X) → buff (Foetracer grants 4 Weapon Surge stacks of element X) → finish (kill the marked target with element X) → pickup (Foetracer spawns an element-X Elemental pickup) → bank (Honor converts it to element-X Transcendence energy). Every marked target you process feeds damage, the Super/Transcendence meters, and the next colour's buff. Nothing is wasted.
Matching the element is mandatory, not incidental. Foetracer's Weapon Surge and its pickup both gate on the damage type matching the mark. A mono-element kit satisfies that for one colour only; Prismatic plus a multi-element weapon set means you always have the matching finisher in hand, so both halves of the exotic actually fire.
Honor closes the loop to Transcendence and Awakening keeps it primed. "Facet of Honor: Collecting an Elemental pickup or destroying a Tangle grants Transcendence energy of the same type" turns every Foetracer pickup into meter — Void marks feed Light, Stasis/Strand marks feed Darkness, so both bars climb together as you cycle colours. Awakening is a passive second faucet ("Rapidly defeating targets with Light or Darkness damage or Super final blows generates an Elemental pickup"), so Honor never runs dry between marks.
Stylish makes safety scale with output. "Defeating a target affected by any elemental debuff grants invisibility and Truesight" — and you debuff constantly (weaken from Deadfall, slow from a Stasis gun, scorch from Gunpowder). The damage you never take while invisible beats any flat DR%, and Void Hegemony's overshield off weakened kills is the second layer.
Gunpowder Gamble is a second element with no second cooldown. It charges off any kills and pays out a Solar ignition on command, so even though your melee/grenade/Super are all Void, you can paint a target Solar whenever the read calls for it, then finish Solar for a Firesprite — for the cost of one Facet slot.
The artifact re-feeds the same loop. Elemental Siphon is a third pickup faucet (Super-matched kills spawn a Void pickup for Honor), Void Hegemony stacks overshield off the weaken you already inflict, Transference pays off the Transcendence the whole build banks toward, and Shieldcrush turns that Void Overshield into a faster, harder Snare Bomb — more paints, tighter loop.
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:
Boots: Weapon Surge ×2 in your most-used finisher element (note it shares Foetracer's Surge bucket — see Verify), plus Recuperation for orb-pickup healing.
Arms: Heavy Handed / Melee Font to keep Snare Bomb topped for the next paint.
Chest: Resist mods for the activity's damage type; you are usually invisible, so lean elemental resist over raw armour.
Class item: an ordinary legendary — Foetracer occupies the exotic slot, so no Spirit-of class item here — with Utility Kickstart / Bomber to push Class toward the dodge cadence.
Surge: match boots Weapon Surge to your primary finisher colour (Void by default).
Anti-Champion: intrinsic to weapon archetypes (Anti-Champion 2.0) — pick frames so the three guns span Barrier/Unstoppable/Overload; Deadfall's suppress backs up Overload, Bad Amplitude jolts a champion for Overload.
Elemental Siphon (T1) — "Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an Elemental pickup that matches your equipped Super." A second Void-pickup faucet feeding Honor between Foetracer marks.
Threaded Blast (T1) — "Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion." Powers the Darkness-meter arm of the cycle when you paint Strand.
Radiant Orbs (T2) — "While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant." Prismatic-eligible, so the orbs your siphon mods make turn you Radiant for a flat weapon-damage bump on every colour.
Void Hegemony (T2) — "While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield." Stacks overshield off the Deadfall/Snare weaken you already inflict, feeding Purpose and Shieldcrush.
Bad Amplitude (T2) — "Damaging a Champion with Arc ability causes the Champion to become jolted." Covers Overload and turns a champion into an Arc paint source.
Transference (T3) — "Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends." Pays off the Transcendence the whole build banks toward and refunds straight back into the next cycle.
Shieldcrush (T3) — "While you have Woven Mail, Frost Armor, or a Void Overshield, your melee recharges faster and deals increased damage." The Void Overshield from Hegemony/Purpose becomes faster, harder Snare Bombs — more paints.
Where it shines
Match-game and mixed-shield content — carrying multiple elements is the identity here, so shielded and elemental-matching enemies fall to whatever colour you already have in hand.
Champion-dense activities (endgame) — every champion is a paint target; Deadfall suppress + Bad Amplitude jolt + matched-element finishers make the cleanest, highest-value pickups you will make all run.
Champion coverage: stun is intrinsic to weapon archetypes (Anti-Champion 2.0) — deliberately span Barrier/Unstoppable/Overload across the three guns. Deadfall's suppress covers Overload behaviourally as backup, and Bad Amplitude jolts a champion with any Arc ability hit; verify your three frames before a champion-heavy activity since coverage falls out of the weapon choices, not the subclass.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Void Siphon3efill
Rapid Void weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Utility Kickstart3efill
When 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 Resistance1efill
Reduces incoming Void damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (7/10)
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Void Weapon Surge3e
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Class Item (5/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly 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.