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Prismatic

Tailored — Relativism (Prismatic Hunter)

One-two melee burst — ignite the pack, heal off the counterpunch

Anchor: Relativism (Prismatic class item) · Subclass: Prismatic · Role: One-two melee burst — ignite the pack, heal off the counterpunch Sandbox: 9.7.0 · Created 2026-06-16

Two exotics tailored to a single punch. Your melee final blow detonates the target in a Solar ignition (Caliban), and the instant anything trades blows with you, you answer with a healing counterpunch that hits like a truck (Liar). Throw the knife to start the fire; wade in to finish it and walk out at full health. Survivability and add-clear off the same button.

Loadout

SlotPickWhy
SuperGolden Gun: MarksmanSolar Super = orbs → Restoration via Facet of Purpose; precision orbs feed the loop. (Silence and Squall is the Stasis alt for hard CC.)
Class abilityGambler's DodgeDodge near enemies refunds melee energy — the loop's reset button.
MeleeCombination Blow (Arc)This is the Liar trigger. Liar's counterpunch is an Arc powered-melee follow-up; Combination Blow is the Arc melee that chains, heals, and refunds dodge.
GrenadeSwarm Grenade (Solar)Light gauge + a Solar damage source that helps charge Gunpowder Gamble and seeds Scorch.
Aspect 1Gunpowder GambleAny kills charge a free Solar explosive you shoot mid-air for a big Ignition — a second ignition source alongside Caliban. 1 Facet slot.
Aspect 2Winter's ShroudDodge slows (a Darkness debuff → Dark gauge + Facet of Courage targets); 2 Facet slots. The dodge here already refunds melee.

Facets (manifest-verified wording):

Exotic — Class item: Spirit of Caliban + Spirit of the Liar

Caliban (Col 1)"Powered melee final blows trigger an ignition." Every melee kill detonates the target in a Solar Ignition that scorches and kills the pack around it. Liar (Col 2)"Counterpunch deals extra damage." This is the Liar's Handshake intrinsic: using your Arc melee (or being hit by a melee) lets you fire off an extremely powerful counterpunch that heals you, and the Spirit buffs that counterpunch's damage.

The two halves are one motion: throw/use the Arc melee → land the counterpunch (heal) → the final blow ignites (Caliban) → the ignition kills the next target, which is another powered-melee-adjacent kill that keeps the chain and the heal-on-kill rolling. Column-legal (Caliban is C1, Liar is C2 — they can't share a column, so this combo only exists on the class item). (Base-exotic fallback: Liar's Handshake alone is the bigger single-perk loss to drop; Caliban's Hand runs the ignition half one gear-tier worse on a knife melee. The class item is the only way to wear both.)

Why this works (the mechanics)

Weapons

Stats & archetypes

Melee 150+ (the whole build) → Class 100 (dodge refund) → Health ~70. Push Melee past 100 for the bonus melee damage/regen tier — it shortens the gap between punches and makes Caliban ignitions land sooner. Archetypes: Reaver (Class/Melee) and Skirmisher (Melee/Weapons) stack the Melee primary; lean a Siegebreaker (Health/Grenade) piece if you want Swarm uptime. Mods: Melee Kickstart ×2, Heavy Handed (melee kills → Special ammo + restores melee), Recuperation/Better Already (orb heals), Solar surge.

Set bonus (optional)

Crota's Memory 2pc — Cursed Fist (melee final blows trigger a Cursed Thrall explosion) is a fourth detonation stapled to the same trigger the whole build already pulls — pure on-theme garnish if the archetype rolls land on those pieces. Alternatively Lucent Transmutation 2pc (successive powered-melee final blows generate a Light elemental pickup) feeds Facet of Purpose orbs. Neither is the driver — the Caliban/Liar loop works with no set bonus at all.

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.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)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.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar 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.
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 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach 1e fillReduces melee 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).

The loop