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Last Laugh — Mechaneer's Tricksleeves (Prismatic Hunter · PvP)

Low-health sidearm clutch — Crucible & Trials
Mechaneer's Tricksleeves on light.gg

Anchor: Mechaneer's Tricksleeves · Subclass: Prismatic Hunter · Role: Low-health sidearm clutch — Crucible & Trials Sandbox: 9.7.0 · Built 2026-06-27 · PvP (6v6 + Trials/Comp)

Everyone else's health bar going red is the moment they start backpedalling. Yours is the moment you win. Take the trade down to the red screen, swap to your sidearm, and the gauntlets ready it instantly, slap the magazine full, and add damage on top — so the gun you finish the fight with is snappier and fuller than the one the other guy is still reloading. Wrap that in DR that doesn't heal you out of the trigger — Transcendence and a no-heal "surrounded" buff — plus a slow to survive the swap and an invis to vanish after the kill. You don't escape the danger window. You live there, and it's where your gun is best.

Loadout

SlotPickWhy
SuperGolden Gun: MarksmanThe "last laugh" delete — a long-range precision pistol that ends a priority target or saves a lost clutch from across the lane, without asking you to dive in at low health. Spawns Orbs on precision hits (feeds the Health-stat heal). Alts: Storm's Edge (aggressive 1vX roam) or Silence and Squall (Stasis zone-control, on-theme with the slows) — both in the Prismatic pool.
Class abilityMarksman's DodgeFull reload + improved accuracy on the dodge, so your neutral gun is always topped and your aim snaps back mid-duel — and the dodge also triggers Winter's Shroud's slow. Gambler's Dodge is the alt if you'd rather refund Withering Blade to keep the slow flowing.
MovementTriple JumpThree air-control vectors to break aim-assist tracking on the peek and choose where you land the swap.
MeleeWithering Blade (Stasis shuriken)A ranged slow — poke the dueller without closing, apply the elemental debuff Stylish needs, and seed the slow that buys you the swap window. No dive required.
GrenadeDuskfield Grenade (Stasis)Slow/freeze a pusher, wall off a lane, or pin a 1vX scrum — pure no-heal control to buy time for the sidearm swap. A freeze also sets up a Facet of Ruin shatter.
Aspect 1Winter's Shroud"Dodging slows nearby targets." The survive-the-swap button: at low health, dodge → the chaser is slowed → you swap to the sidearm and out-trade them. No heal, so it never pulls you out of the trigger. Also feeds Stylish (slow = debuff). 2 Fragment slots.
Aspect 2Stylish Executioner"Defeating a target affected by any elemental debuff grants invisibility and Truesight." Win the clutch trade on a slowed target → vanish. The no-heal disengage that lets you reset a 1vX instead of dying to the second guy. 2 Fragment slots.
Fragments (4)

Clarity PvP values cited in Notes. The two that reset your expectations: Mechaneer's damage boost is 10% in PvP (not the 100% PvE figure) — the real PvP payoff is the instant ready + instant reload + +100 handling, with 10% as a breakpoint nudge — and Facet of Protection is 15% PvE DR with the PvP value unlisted, gated on 3 enemies within 15 m. Don't carry PvE numbers into Crucible.

Exotic — Mechaneer's Tricksleeves (Gauntlets)

Spring-Loaded Mounting: Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you're critically wounded, swapping to a Sidearm reloads it and increases its damage. While this effect is active, Sidearm final blows reload the weapon and extend the effect's duration. (manifest, verbatim — and yes, it's Gauntlets / arms, confirmed in Notes.)

Clarity's PvP breakdown of what the swap actually does, in numbers:

PvP value = the clutch swap, not raw damage. The 10% won't conjure a one-shot. What it does: hands you, at the exact instant you're losing, a sidearm that's already loaded, snappier than any gun the enemy is holding, and hitting a hair harder — enough to flip a breakpoint (a 5-hit-kill into a 4, or a finishing tap that lands first). The trigger is readying a Sidearm while at Critical Health (the on-swap arms it; "critically wounded" = the red-screen Critical Health bracket — exact % in Notes).

Weapons (the loadout)

The sidearm is the centrepiece — the gun the whole build hands you at the worst moment. The project carries no legendary roll data, so these are archetype calls with example guns flagged as examples.

Pairing logic: HC wins the opener, you trade down to red, swap to the always-loaded sidearm and win the back-half with +100 handling + a full mag + 10%, Marksman's Dodge tying reloads and the Winter's Shroud slow to one button. The combo to memorise is one beat long: dip → swap.

Stats (PvP)

Priority: Health → Class → Weapons, with Melee/Grenade/Super dumped (Facet of Ruin already gifts +10 Weapons, Facet of Protection +10 Melee).

Verify exact targets with `stat_optimiser.py`/`my_stats.py`; a sane PvP spread is roughly Health ~100 → Class ~150 → Weapons ~70–100, the rest dumped. Archetypes to chase: Bulwark (Health), Specialist/Reaver (Class), with the Tier-5 exotic gauntlets slotted into whichever archetype tops your weakest priority. Mods: Utility Kickstart ×2 + Bomber (more dodge), Unflinching + Targeting + Loader for the HC, Recuperation/Better Already to top off after a won duel.

How to duel (the neutral game)

6v6 vs Trials

6v6 (Crucible — artifact IS live). The chaos is the build's element: more bodies near every fight means Facet of Protection procs constantly and Stylish always has a slowed target to vanish off. Lean the artifact column toward Stasis-slow / shatter mods (more debuff uptime → more Stylish + Ruin shatters), a Special-ammo or sidearm-handling mod if you run the Special-sidearm variant, and an Orb-on-kill mod to feed the Health-stat heal (Recuperation/Better Already) between trades. The throughline: pick perks that convert your slows and kills back into dodge uptime and survivability, not raw damage. Play aggressively — dive the scrum where your DR and gun peak, clutch, vanish, repeat.

Trials / Comp 3v3 (artifact DISABLED). No artifact economy, only six players, every death a round — so tighten everything. Push Class to a true high (your only dodge-uptime lever now) and don't dump Health (no artifact heal mods to lean on). Crucial nuance: with fewer bodies, Facet of Protection procs less often (you need the enemy 3-stack inside 15 m), so your reliable no-heal DR becomes Transcendence's unconditional 20% plus the Winter's Shroud slow and the Stylish disengage. Play methodical — use the sidearm clutch to win the trade your team's crossfire sets up, and treat Stylish invis as an escape far more than an entry. When a fight goes even, a clean vanish that costs them the round timer beats a coin-flip trade that costs you the round.

Notes

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Stasis Siphon 1e fillRapid Stasis 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 (8/10)Weapon Loader (faster reload) 3e
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.
Chest (5/10)Stasis Resistance 1e fillReduces incoming Stasis 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)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Stasis Weapon Surge 1e fillYour Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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).