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Prismatic

Counterpunch King — Prismatic Hunter

Immortal melee brawler — dodge, punch, heal to full, ramp, repeat.

Centerpiece: Liar's Handshake (Gauntlets) · Subclass: Prismatic · Role: Immortal melee brawler — dodge, punch, heal to full, ramp, repeat. Sandbox: 9.7.0 · Updated 2026-07-03

Dodge next to a body, throw one punch, and the counterpunch heals you to full while the hit lands harder than the last. Chain it across the room — the moment of maximum risk is also the heal trigger, so you simply do not die while everything around you does. Arc bursts and Transcendence show up as by-products of the same rhythm.

The exotic

Cross Counter: Using your Arc melee ability or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch that will heal you.

(Clarity) While you have an Arc Melee Ability equipped: Receiving Melee damage or scoring an Arc Elemental Melee Hit grants the 'Cross Counter' buff for your next Melee Attack within 3 seconds. Cross Counter grants 400% additional base Melee damage and restores 40 HP on Melee Hits. Cross Counter's Melee deals Arc Damage.

Liar's Handshake turns your Arc melee into a self-healing sledgehammer. Land an Arc melee hit (Combination Blow qualifies) and you get a 3-second window to throw a follow-up that carries +400% base melee damage and restores 40 HP — so the punch that puts you in danger is the same punch that tops you off. Because the counterpunch is a separate damage bucket layered on top of Combination Blow's own ramp, the two multiply rather than average, which is why the haymaker one-shots things the tooltips say it shouldn't. The upgrade path is a Prismatic exotic class item rolling Spirit of the Liar (keeps the healing counterpunch) alongside Spirit of Caliban (punches also ignite) or Spirit of the Assassin (invisibility on melee kills) — one perk per column, so Liar can't pair with a second Col-2 spirit.

Loadout

SlotPickWhy
SubclassPrismaticSplits Light/Dark energy so Arc punches and Strand/Stasis CC both charge Transcendence in one loop.
SuperStorm's Edge (Arc)Roaming Arc add-clear and a panic button; the build isn't super-reliant, so this is flex (Golden Gun works too).
Class abilityGambler's DodgeDodging near an enemy fully recharges your melee — the literal engine of the loop.
MovementTriple JumpExtra aerial control to reposition between punches and set up Ascension; pure preference.
MeleeCombination BlowKills restore health and ramp melee damage in tiers; Gambler's Dodge refunds it instantly.
GrenadeGrapple (Strand)Gap-closer to the next target that also feeds the Dark half of Transcendence.
Aspect 1AscensionAirborne Arc burst that amplifies allies and jolts targets — survivability plus chain clear.
Aspect 2Winter's ShroudDodging slows nearby targets — crowd control that also sets up Facet of Courage's bonus damage.
FragmentsProtection · Courage · Hope · DawnDR while surrounded, bonus damage into slows, faster dodge under any buff, and Radiant on every punch.
Exotic armourLiar's Handshake (Gauntlets)The healing counterpunch that makes the loop immortal.
WeaponsMonte Carlo · Strand/Solar Special · Machine GunMonte Carlo refunds melee energy on damage; Special clears majors; MG covers sustained/champion DPS.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Class → Health. Lean into archetypes that carry those pairs: Reaver (Class/Melee), Skirmisher (Melee/Weapons), and Brawler (Melee). All exotic armour is Tier 5 now, so hitting the spread is easy.

Mods:

Artifact — Encrypted Data Disk

Picks (2/3/2): Press the Advantage + Fierce ProxemicsArmorsmith + Counter Energy + Precision EquityElemental Orbs: Arc + Tazer Tag

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Arms (4/10)Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (7/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (5/10)Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick 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.
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.

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 coverage comes from your gun kit (below).