One button, three jobs. Every dodge Cures you (67 HP, Clarity), slows the enemy you're dueling (Winter's Shroud), and Amplifies you with damage resistance (Ascension). You don't win the first peek — you win the second one, back at full health while they're slowed and you're sliding to a new angle. Lose a trade, dodge, re-peek topped off, and take the duel back. This is the dedicated PvP duelist, not the Solar team-medic — the heal rides your most spammable button and the rest of the kit is built to make that button do everything at once.
Loadout
Slot
Pick
Why
Super
Golden Gun: Marksman (Solar)
One-shot pick that wins or breaks any duel, and it's Solar — rapid Golden Gun final blows can proc Burning Souls to crank the dodge-heal mid-fight. (Storm's Edge is the aggressive 6v6 roaming alt; Shadowshot: Deadfall for Trials team utility.)
Class ability
Marksman's Dodge
The heal button. Dodge = Wormhusk Cure (67 HP)and a full weapon reload — re-peek with full health and a full mag. (Gambler's Dodge if you want the melee refund/snappier feel; Acrobat's for an airborne, safer dodge.)
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 slows on hit — pokes from cover and stacks the slow theme with Winter's Shroud, so a dodge-and-knife leaves the opponent crawling. (Knife Trick is the Solar swap: a precision Solar kill feeds Burning Souls + grants Radiant.)
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. (Swarm is the Solar alt to chase Burning Souls procs.)
Aspect 1
Winter's Shroud (Stasis)
Dodging slows nearby targets. The single most important PvP synergy here: the same input that heals you (Wormhusk) also debuffs the enemy's strafe/aim — the re-peek trade is lopsided before a shot is fired. 2 Fragment slots.
Aspect 2
Ascension (Arc)
Dodging jolts nearby enemies, Amplifies you, and lifts you airborne. Amplified is free DR + faster reload/handling/movement, and the lift is a surprise peek angle. Now one dodge = Cure + slow + Amplify + jolt + reposition. 2 Fragment slots.
Fragments
Facet of Hopewhile you have an elemental buff your class ability regenerates faster — Cure is a buff, so every dodge you heal speeds the next dodge: the heal loop tightens itself
Facet of Protection15% DR while within 15m of 3 enemies — your 1vX / push-into-the-room insurance, stacks with Transcendence's 20% → 32%
Facet of Blessingmelee final blows start health regen — a Withering Blade finisher adds a second sustain layer
Facet of Courage (your Arc/Solar/Void abilities deal more to debuffed targets — your slowed, jolted, frozen victims take extra from the knife/grenade/Golden Gun). (Swap Courage → Facet of Mending if you'd rather grenade kills also cure.) None of these drain the Class stat — keep dodge uptime intact**
Exotic — Wormhusk Crown (Helmet)
Verified (exotics.md):"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."Clarity: class-ability use restores 67 HP.
PvP value — the whole build. The heal is on the dodge, the shortest, most-repeatable cooldown a Hunter has, and it costs nothing positional — no kill, no pickup, no resource. In a duel that 67 HP is the difference between trading and winning: peek, take damage, dodge to Cure + reposition + (Marksman's) reload, re-peek at full health while they're still topping off from the first exchange. The dodge-heal fires on any subclass element — Prismatic loses nothing on the heal itself, it just bolts the best PvP neutral-game tools onto the same button. Burning Souls is the bonus tier: when you do land rapid Solar final blows (Golden Gun, a Solar special, Knife Trick swap), the dodge-heal hits harder and spreads to nearby allies — situational in a 3v3 but a real edge in chaotic 6v6 and a teammate-saver in Trials.
Weapons (the loadout)
Built around a forgiving duelist primary + a special you re-peek with — the gun should let you trade poorly and survive to the heal, not demand perfect first-shots.
Primary — a 120 RPM Hand Cannon (the Crucible sustain-duelist mainstay: high per-shot damage, generous aim-assist, two-tap-into-melee/ability finishes). Run a Solar 120 (e.g. Igneous Hammer, flagged as an example) so primary kills also feed Burning Souls and keep the Solar thread alive. Alt forgiving frames: a 140 HC if you prefer the rate of fire, or a 450/Aggressive Pulse (Outbreak-style) if you'd rather lane-control than flick.
Special — your re-peek tool, pick the lane: - Shotgun (e.g. a Precision/Aggressive frame, flagged example) for the brawler line — dodge in, Cure, one-tap; Winter's Shroud slow makes the gap-close stick. - Sniper Rifle (flagged example) for the peeker line — hold an angle, peek with full HP off the dodge, dodge to break the counter-peek. The heal-and-reposition loop is what makes aggressive sniping survivable. - A Solar special (Solar shotgun/sniper) is the optimiser's pick if you want special kills to also stack Burning Souls.
Heavy — duelist's choice (not load-bearing): a Sword for an aggressive cleanup/escape mobility tool, or a GL/LMG for map control. The build doesn't lean on it.
Stats (PvP)
Class → Health → Weapons; dump Super / Grenade / Melee.
Class (push toward 200) — #1. Dodge uptime is heal uptime. Every point shortens the cooldown on the button that Cures, slows (Winter's Shroud) and Amplifies (Ascension) you. This is the stat the entire thesis rides on. (Facet of Hope shortens it further whenever you're holding a buff.)
Health (~100+) — #2. Raw survivability so the 67 HP Cure has less to undo and you survive long enough to reach the dodge. (In Armor 3.0 the Health stat governs your effective HP/recovery — verify the exact PvP curve in-game.)
Weapons (next). The duelist's gun-feel stat — handling, reload, ready/aim — so the re-peek lands. Marksman's Dodge already dumps a reload; Weapons keeps the rest snappy.
Dump Super / Grenade / Melee — the kit's offence comes off the dodge and the gun, not ability spam.
Lean toward armour archetypes that favour Class + Health (e.g. a Specialist/Class-leaning piece plus a Bulwark/Health piece) so the centrepiece helmet slot still hits the Class ceiling. (Run `my_stats.py --show hunter_pvp_second_wind` against your real rolls; verify exact per-stat PvP effects in-game — the manifest doesn't expose the PvP cooldown/HP curves.)
How to duel (the neutral game)
Open even, win the re-peek. Take the first exchange at a chip disadvantage if you have to — then dodge: Cure (67 HP), reload (Marksman's), and slide to a fresh angle. Re-peek at full health while they're still healing from round one. You're not trying to win the first trade, you're rigging the second.
Dodge into the duel, not just away. Winter's Shroud slows everything near you on the dodge — dodging toward a strafing opponent tanks their movement and aim, so your re-peek shots track a slowed target. The heal and the debuff are the same button.
Ascension = panic button with upside. When a fight goes bad, the dodge Amplifies you (DR + speed), jolts whoever's on top of you, and can lift you to an unexpected air peek. Cure + DR + jolt + reposition off one input is hard to push into.
Bait trades. Dodge to break line-of-sight; the enemy pushes expecting a finish and walks into a full-HP, Amplified, slowing Hunter. Duskfield the lane they're funnelling through to seal it.
1vX. Facet of Protection is live the moment you're near a group (15% DR, → 32% transcendent). Dodge between targets to slow the cluster and top off, fish a Withering Blade slow on the priority threat, and use Transcendence (Hailfire Spike + 20% DR + amped abilities) as the spike that flips an outnumbered fight. Disengage on the airborne Ascension lift if it's unwinnable — you'll be near-full when you reset.
Time the heal, don't burn it. The dodge is your sustain and your slow and your reposition — don't waste it on movement when even. Hold it for the moment a duel turns, then cash all three effects at once.
6v6 vs Trials
6v6 (Control/Clash/Iron Banner): the chaos plays to the build. Solar kills come fast, so Burning Souls is realistically up — the dodge-heal hits harder and spreads to nearby teammates, turning you into a roaming sustain anchor on top of a duelist. Lean Storm's Edge for a roaming super, dodge aggressively (uptime is everything in a target-rich lobby), and let Duskfield zone chokes. For artifact mods (prose, no fixed section): prioritise the season's flinch-resistance / unflinching primary perks so you can hold a peek through fire, special-ammo economy so your re-peek tool stays loaded, and any reload/handling PvP perks that compound Weapons. Take Solar weapon perks if you want to feed Burning Souls more reliably.
Trials/Comp (3v3, no artifact): with no artifact bonus, tighten the fundamentals. Crank Class as high as the armour allows — in a slow 3v3 the base Cure (67 HP) is your edge, and you want it back as often as possible (Facet of Hope helps). Don't rely on Burning Souls — Solar multikills are scarce, so treat the amplified heal/ally-spread as a bonus when a 1v1 falls your way, not a plan. Value the Winter's Shroud slow and Duskfield for holding angles and punishing a coordinated push, and play the heal as a 1v1 sustain advantage that lets you trade-then-reset every engagement the enemy can't. Swap to Shadowshot: Deadfall if your team wants a round-winning tether over the solo-pick Golden Gun.
Notes
Premise adapted (9.7.0). The classic Wormhusk PvP crutch was "instant heal + health overflow" on dodge. The 9.7.0 rework removed the overflow — the dodge now grants Cure (67 HP, Clarity), a flat heal, and Burning Souls (rapid Solar final blows) increases Solar ability damage, the potency of the dodge's heal, and spreads it to allies. So the heal is real and reliable on every dodge regardless of element; the "overflow/extra HP" half of the old fantasy is gone, and I did not fake it back — this build leans on raw Cure + the slow/Amplify duel control instead. Burning Souls is framed honestly as a bonus tier (needs Solar kills), strongest in 6v6.
Why Prismatic over Solar. The two existing Wormhusk builds (`hunter_dervish.md` Solar team-medic, `hunter_last_rites.md` Solar dual-exotic primary duelist) already own the Solar/Gunslinger lane. The dodge-Cure is element-agnostic, so Prismatic keeps the full heal while adding the two dodge-keyed aspects that make the heal button also slow (Winter's Shroud) and Amplify (Ascension) — exactly the PvP neutral-game tools a sustain duelist wants. Net: a distinct build, and arguably the better duelist, while the Solar thread (Golden Gun / Solar guns) keeps Burning Souls reachable.
Clarity numbers used: Wormhusk Cure = 67 HP on class-ability use (verified). Facet of Protection = 15% DR within 15 m of 3 enemies; not boosted by Transcendence but stacks with its 20% → 32% total (verified). Facet of Purpose Orb buffs (Solar Restoration x1/5s, Stasis Frost Armor x2/9s, Void 22.5 HP overshield/5s, etc.) documented but not run here (-10 Class, Orb-pickup based — unreliable in PvP).
Verify-flags (no Clarity entry / manifest gaps): - Burning Souls — stack cap, the Solar-ability-damage %, the dodge-heal potency curve, and the ally-spread radius are not in Clarity. Verify in-game; and note rapid Solar final blows are the only way to charge it (slower to come online in PvP than PvE). - Winter's Shroud slow magnitude + duration on dodge — no Clarity entry; verify in-game. - Ascension — Amplified application, jolt amount, airborne-lift behaviour — no Clarity entry; verify. - Facet of Hope — confirm Cure counts as the "elemental buff" that triggers the faster class-ability regen, and the magnitude (no Clarity number). - Marksman's Dodge reload-on-dodge + the exact dodge cooldown per Class point in PvP — class-ability cooldown curves aren't in Clarity/manifest; verify in-game. - Stat effects (PvP): exact Health-stat HP/recovery curve and Weapons-stat handling/reload deltas — verify in-game; the manifest doesn't expose the PvP-side curves. - Trials artifact rule — built per the "no artifact in Trials" brief; confirm the current Comp/Trials artifact ruleset before relying on it.