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
Slot
Pick
Why
Subclass
Prismatic
Keeps 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.
Super
Golden 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 ability
Marksman's Dodge
The heal button — a dodge that instantly reloads all equipped weapons, so you re-peek with full HP and a full mag.
Movement
Strafe Jump
Tightest mid-air accuracy for dueling; flex to Triple Jump for vertical peeks off the dodge. Not load-bearing.
Melee
Withering 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.
Grenade
Duskfield 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 1
Winter'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 2
Ascension (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.
Fragments
Hope · Protection · Blessing · Courage
Tighten the class-ability loop, add 1vX damage resistance, layer a second heal source, and punish your slowed victims — none drain the Class stat.
Exotic armour
Wormhusk 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.
Weapons
Solar 120 Hand Cannon + re-peek special (shotgun/sniper) + heavy of choice
A forgiving duelist primary so you can trade poorly and survive to the heal; a Solar frame keeps the Burning Souls thread alive.
Fragments
Facet of Hopewhile you hold an elemental buff, class ability regenerates ~40% faster — Cure is a buff, so every dodge speeds the next
Facet of Protection15% damage resistance while surrounded by combatants — your 1vX insurance, increased while transcendent
Facet of Blessingmelee final blows start health regen — a Withering Blade finisher adds a second sustain layer
Facet of Courage (Arc/Solar/Void abilities deal 10% more to Stasis/Strand-debuffed targets — your slowed victims take extra from the knife, grenade, and Golden Gun). (Swap Courage → Facet of Mending if you'd rather grenade final blows also cure.)*
Why it works (the mechanics)
The heal is the cheapest input you have. Wormhusk's Cure fires on class-ability activation, not on a kill or a pickup, so the 67 HP arrives every single dodge. Marksman's Dodge also instantly reloads every equipped weapon, so the re-peek lands at full health and full mag — you're rigging the second trade, not the first.
One button = heal + slow. Winter's Shroud slows nearby targets on the dodge. Because that is the same input as the Cure, dodging toward a strafing opponent both tops you off and tanks their movement and aim, so your re-peek shots track a crawling target while you're back at full.
One button = heal + Amplify. Ascension spends class energy to burst-Amplify you and jolt whoever's crowding you, and lifts you airborne. Amplified is flat damage resistance plus faster movement, and the lift is an unexpected peek angle — Cure, DR, jolt and reposition off one panic input is very hard to push into.
The heal loop tightens itself. Facet of Hope grants ~40% faster class-ability regen while you hold an elemental buff, and Cure counts as that buff — so every dodge you heal shortens the cooldown on the next dodge. Winter's Shroud's own slow-triggered regen bump compounds it, keeping dodge (and therefore heal) uptime high.
A second, independent sustain layer. Facet of Blessing starts health regen on melee final blows, so a Withering Blade finisher heals you on a track completely separate from the dodge-Cure — useful exactly when the dodge is on cooldown. The shuriken's 7.5%-per-hit melee refund keeps that finisher available.
Your debuffs make your abilities hit harder. Facet of Courage adds 10% to Arc/Solar/Void ability damage against Stasis-debuffed targets. Everything you throw already slows — Withering Blade, Duskfield, Winter's Shroud — so the Golden Gun shot or grenade that follows lands into a target that is both slowed and taking bonus damage.
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:
Boots: Recuperation + Absolution — Orb pickups top health and refund ability energy, a secondary sustain and cooldown layer beneath the Cure.
Arms: Unflinching Hand Cannon Aim + Hand Cannon Targeting — hold a peek through incoming fire and tighten aim-assist on the duel primary.
Chest: Concussive Dampener — cut the splash/grenade damage that chunks you before you can reach the dodge.
Class item: Reaper + Bomber — Reaper turns a dodge into an Orb on your next kill (feeding Boots/Absolution); Bomber shaves the grenade cooldown for more Duskfield uptime.
Surge: Solar Weapon Surge to match the Solar 120 (PvE side — Crucible damage is normalised, so treat surges as the 6v6/PvE bonus).
Anti-Champion: none — Crucible has no Champions; skip anti-barrier/overload/unstoppable entirely.
Artifact — Hunter's Journal
Picks (2/3/2):
Tier 1: Creeping Chill · Incendiary Rifle Rounds
Tier 2: Radiant Orbs · Void Hegemony · Bad Amplitude
Tier 3: Shieldcrush · Shock and Awe
Creeping Chill rewards the slow theme: a Stasis final blow against a slowed target releases a burst that slows again and grants Frost Armor — real survivability given how much this kit slows (Winter's Shroud, Duskfield, Withering Blade).
Incendiary Rifle Rounds scorches on Solar sniper precision hits, so the peeker's sniper re-peek line also feeds the Solar thread that charges Burning Souls.
Radiant Orbs turns the Orbs your Reaper class-item mod spins off a dodge into Radiant on pickup, keeping a low-effort weapon buff live on a Solar/Prismatic subclass.
Void Hegemony grants a small Void Overshield on weakened kills while Prismatic is equipped — occasional extra survivability that also feeds Shieldcrush.
Bad Amplitude and Shock and Awe lean on the Arc side (Ascension's jolt/Amplified), the fill/theme picks; Shieldcrush speeds and empowers Withering Blade whenever Frost Armor or a Void Overshield is up.
In Trials/Comp (3v3) the artifact is disabled — treat this loadout as the 6v6 overlay and lean on raw Cure + slow control there.
Where it shines
6v6 (Control / Clash / Iron Banner): the chaos plays to the build — Solar kills come fast so Burning Souls is realistically up, the dodge-heal spreads to teammates, and aggressive dodge uptime keeps you a roaming sustain anchor on top of a duelist.
Trials / Comp (3v3): the slow, low-respawn cadence rewards the flat Cure — crank Class, treat Burning Souls as a bonus when a 1v1 falls your way, and win by trade-then-reset every engagement the enemy can't answer.
1vX holds: Facet of Protection is live the moment you're near a group, and dodging between targets slows the cluster while you top off — with Transcendence as the spike that flips an outnumbered fight.
Champion coverage: none — this is a PvP build; the Crucible has no Champions, so no anti-barrier/overload/unstoppable is needed or carried.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar 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 (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (5/10)
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Solar Weapon Surge1e
Your 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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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.