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Prismatic

Second Wind — Wormhusk Crown (Prismatic Hunter · PvP)

Heal-on-dodge sustain duelist — Crucible & Trials
Wormhusk Crown on light.gg

Centerpiece: Wormhusk Crown (Helmet) · Subclass: Prismatic · Role: Heal-on-dodge sustain duelist — Crucible & Trials Sandbox: 9.7.0 · Updated 2026-07-03

One button, three jobs. Every dodge Cures you for a flat chunk of health, slows the enemy you're trading with, and Amplifies you with damage resistance. You don't win the first peek — you win the second one, back at full health while they're still topping off and you're sliding to a fresh angle. This is the dedicated duelist, not the Solar team-medic: the heal rides your most spammable button and the whole kit is built so that one input does everything at once.

The exotic

"Activating your class ability grants Cure. Rapid [Solar] final blows grant stacks of Burning Souls that increase Solar ability damage, increase the potency of Dodge's healing, and spreads the healing to nearby allies."

The heal sits on the dodge — the shortest, most repeatable cooldown a Hunter owns, and it costs nothing positional: no kill, no pickup, no resource. Clarity confirms the class-ability activation restores 67 HP, which in a duel is the gap between trading and winning: peek, take chip, dodge to Cure and reposition, re-peek at full health while they're still healing from round one. Crucially the Cure fires on any subclass element, so Prismatic loses nothing on the heal itself — it just bolts the best neutral-game tools onto the same button. Burning Souls is the bonus tier: land rapid Solar final blows (Golden Gun, a Solar special) and the dodge-heal hits harder and spreads to nearby allies — situational in 3v3, a real edge in chaotic 6v6.

Loadout

SlotPickWhy
SubclassPrismaticKeeps the element-agnostic Cure while letting the heal button also slow (Winter's Shroud, Stasis) and Amplify (Ascension, Arc) — the two dodge-keyed aspects a duelist wants.
SuperGolden Gun: Marksman (Solar)A one-shot pick that wins or breaks any duel, and being Solar its final blows can charge Burning Souls to crank the dodge-heal mid-fight.
Class abilityMarksman's DodgeThe heal button — a dodge that instantly reloads all equipped weapons, so you re-peek with full HP and a full mag.
MovementStrafe JumpTightest mid-air accuracy for dueling; flex to Triple Jump for vertical peeks off the dodge. Not load-bearing.
MeleeWithering Blade (Stasis)Ranged tracking shuriken that pokes from cover and stacks the slow theme; hits and bounces also refund 7.5% melee energy each, so it comes back fast.
GrenadeDuskfield Grenade (Stasis)Zone-and-slow a doorway or your own re-peek lane while the dodge-heal is on cooldown — denies the push that punishes a panic-dodge.
Aspect 1Winter's Shroud (Stasis)Dodging slows nearby targets — the same input that heals you also debuffs the enemy's strafe and aim, and it briefly speeds your class-ability regen on top.
Aspect 2Ascension (Arc)Airborne, spend class energy to summon Arc Staff, amplifying allies and jolting targets in a burst — Amplified is free DR plus a surprise air-peek off the lift.
FragmentsHope · Protection · Blessing · CourageTighten the class-ability loop, add 1vX damage resistance, layer a second heal source, and punish your slowed victims — none drain the Class stat.
Exotic armourWormhusk Crown (Helmet)The whole thesis: a flat 67 HP Cure on the shortest cooldown in the class, element-agnostic so Prismatic keeps it in full.
WeaponsSolar 120 Hand Cannon + re-peek special (shotgun/sniper) + heavy of choiceA forgiving duelist primary so you can trade poorly and survive to the heal; a Solar frame keeps the Burning Souls thread alive.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Health → Weapons.

Dodge uptime is heal uptime, so Class is the stat the entire thesis rides on — push it to the ceiling. Health is raw survivability so the 67 HP Cure has less to undo, and Weapons keeps handling/ready/aim snappy for the re-peek (Marksman's already dumps the reload). Lean toward armour archetypes that favour Class + Health (a Specialist/Class-leaning piece plus a Bulwark/Health piece) so the fixed helmet slot still reaches the Class ceiling. Dump Super / Grenade / Melee — the offence comes off the dodge and the gun, not ability spam.

Mods:

Artifact — Hunter's Journal

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar 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 (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 (6/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
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.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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: refund ability energy; a secondary sustain; cooldown layer beneath the Cure. - **Arms:** Unflinching Hand Cannon Aim + Hand Cannon Targeting — hold a peek through incoming fire.