Your gear best achievable Melee 140 / 150 target — gear ready
Health 92 · Melee 140 · Grenade 34 · Super 41 · Class 16 · Weapons 63 · armour only; stat mods + fragments add more
Centerpiece: Relativism (Class item) · Subclass: Prismatic · Role: One-two melee burst — ignite the pack, heal off the counterpunch Sandbox: 9.7.0 · Updated 2026-07-03
Two exotics tailored to a single punch. Your melee final blow detonates the target in a Solar ignition, and the instant anything trades blows with you, you answer with a healing counterpunch that hits like a truck. 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.
The exotic
Spirit of Caliban — "Powered melee final blows trigger an ignition."
Spirit of the Liar — "Counterpunch deals extra damage."
Relativism is the Prismatic Hunter class item, and it wears two exotic Spirits at once — a pairing that only exists here because the base exotics live on the same gauntlet slot. Spirit of Caliban stamps a Solar Ignition onto every powered-melee final blow, turning one kill into pack-wide detonation. Spirit of the Liar carries the Liar's Handshake Cross Counter intrinsic: while an Arc melee is equipped, taking melee damage or landing an Arc melee arms a counterpunch that deals 400% additional base melee damage and restores 40 HP, and the Spirit buffs that hit further. The two halves are one motion — the counterpunch lands the kill, the kill ignites, the ignition feeds the next punch. Add-clear and self-heal come out of the same input.
Loadout
Slot
Pick
Why
Subclass
Prismatic
The only subclass that can run a Solar ignition source, an Arc healing melee, and a Stasis slow together, plus the Transcendence gauge.
Super
Golden Gun: Marksman
Solar Super means orb pickups become Restoration through Facet of Purpose, and its precision hits create Orbs of Power that feed the whole loop.
Class ability
Gambler's Dodge
Dodging near enemies refunds melee energy — the loop's reset button between punches.
Movement
Triple Jump
Neutral vertical control to close into melee range and reposition after an ignition without overcommitting.
Melee
Combination Blow (Arc)
The Arc powered melee that arms Liar's Cross Counter; its chain-kill loop keeps the counterpunch and the heal firing while targets remain.
Grenade
Swarm Grenade (Solar)
A light-gauge Solar damage source that seeds Scorch and helps charge Gunpowder Gamble.
Aspect 1
Gunpowder Gamble
Kills charge a free Solar explosive you shoot mid-air for a big Ignition — a second ignition source alongside Caliban.
Aspect 2
Winter's Shroud
Dodging slows nearby targets (a Darkness debuff that Facet of Courage keys off) and boosts class-ability regen; the dodge here already refunds melee.
Fragments
Dawn · Courage · Purpose · Blessing
Radiant on every punch, bonus damage into slowed packs, orb-driven Restoration, and heal-on-final-blow — four buffs off the same melee.
Exotic armour
Relativism (Class item)
Holds Spirit of Caliban (ignition on melee final blow) and Spirit of the Liar (buffed healing counterpunch) — the whole build.
Weapons
Sunshot + Arc special/heavy + flex
Sunshot's precision kills explode and scorch to pre-light packs for Caliban; an Arc special leans the Combination Blow / Amplified side; third slot is free since damage is abilities.
Fragments
Facet of Dawnpowered melee hits make you radiant, final blows radiant allies
Facet of CourageArc/Solar/Void abilities deal bonus damage to Darkness-debuffed targets
Facet of Purposeorb pickup grants a buff keyed to Super element — Golden Gun = Restoration
Facet of Blessingmelee final blows start health regeneration
Why it works (the mechanics)
The counterpunch is the survivability, and it scales with offence. Liar's Cross Counter restores 40 HP per melee hit and is armed by throwing the punch, not by a cooldown. Combination Blow's own chain-kill heal plus its dodge refund means you can keep meleeing as long as there are targets, so the heal never stops while the room is busy. You are tankiest exactly when the pressure is highest.
One kill, two ignitions, three heals. A single melee final blow fires Caliban's Solar ignition (add-clear), starts Facet of Blessing's health regeneration, and — with Facet of Dawn — leaves you radiant for the cleanup. Gunpowder Gamble then hands you a second, bigger ignition on demand. Ignition is the build's real damage; the melee is just the fuse.
Winter's Shroud turns the dodge into a damage multiplier. Slow is a Darkness debuff, so a slowed pack takes bonus damage from your Solar ignitions via Facet of Courage — and the slow buys the half-second to walk safely into melee range. The same dodge that refunds your melee also sets up the kill; no wasted input.
Two heal stacks plus Restoration out-sustain a DR percentage. Liar's counterpunch heal, Facet of Blessing's regeneration, and Facet of Purpose Restoration (from Golden Gun orbs) are three independent healing sources. Against melee-range pressure that beats flat damage reduction, and it frees the Health stat to sit low so Melee and Class can run hot.
The Transcendence gauge fills off the element split. Solar ignitions and grenades feed the Light side while Winter's Shroud's Stasis slow feeds the Dark side, so both gauges climb from the loop you are already running. Transcendence adds a burst window — and Facet of Purpose's Golden Gun orbs top the heal economy back up.
Stats & mods
Melee 200 → Class → Health. Push Melee to the cap for the bonus melee damage and faster regen — it shortens the gap between punches and lands Caliban ignitions sooner; Class feeds Gambler's Dodge uptime; Health sits low because three heal sources cover it. Archetype lean: Reaver (Class/Melee) and Skirmisher (Melee/Weapons) stack the Melee primary.
Mods:
Boots: Recuperation + Better Already — orb and ability-heal pickups reinforce the melee-range sustain.
Arms: Heavy Handed + Melee Kickstart — melee kills return Special ammo and refund melee energy to keep the loop cycling.
Chest: melee-range resist (Concussive Dampener / damage-resist mods) to survive the wade-in.
Class item: Bomber / Utility Kickstart — quicker dodge returns for the melee-refund reset.
Surge: Solar surge — boosts Sunshot and the Solar ignition damage that carries the build.
Anti-Champion: none as mods in 9.7.0 — stuns ride on weapon archetypes (bring an Unstoppable/Barrier frame); Bad Amplitude (artifact) jolts Champions for Unstoppable-adjacent coverage.
Artifact — Hunter's Journal
Picks (2/3/2):
Tier 1: Elemental Siphon · Creeping Chill
Tier 2: Solar Fulmination · Radiant Orbs · Bad Amplitude
Tier 3: Shieldcrush · Transference
Elemental Siphon turns Golden-Gun-matching and Kinetic final blows into Solar elemental pickups, which become orbs that trigger Facet of Purpose Restoration and Radiant Orbs.
Creeping Chill is self-sustaining here — Winter's Shroud's slow already satisfies its slowed-target trigger, and the Silence and Squall Stasis alt freezes, so its burst spreads more Slow and Frost Armor to feed Shieldcrush.
Solar Fulmination makes Caliban's and Gunpowder Gamble's ignitions bigger and wider — a direct multiplier on the build's actual damage.
Radiant Orbs makes every orb pickup grant Radiant on Prismatic, stacking the radiant uptime that Facet of Dawn already provides.
Bad Amplitude jolts any Champion hit by an Arc ability, giving Unstoppable-adjacent stun coverage that the melee and ignition soft-CC cannot supply on their own.
Shieldcrush and Transference close the loop: Frost Armor recharges the melee faster and harder, and Transcendent weapon kills refund Light/Dark to refill the gauge this build fills off the Solar/Stasis split.
Where it shines
Master/GM add-density content: the melee-into-ignition chain clears packs while the counterpunch and Restoration keep you standing in the middle of them.
Sustained melee-range fights: the more targets trading blows with you, the more the Cross Counter heal fires — pressure feeds the sustain.
Solo/self-reliant play: three independent heal sources plus Golden Gun for a panic-Super mean you rarely need a teammate to bail you out.
Champion coverage: the build breaks no Champion intrinsically — soft CC (ignition, slow) suppresses but does not stun. Bring an Unstoppable (Aggressive-frame) and a Barrier (Precision/Adaptive) weapon archetype; Bad Amplitude jolts to cover the Unstoppable gap.
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.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1e
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
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 (3/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Solar Weapon Surge1efill
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: the Solar ignition damage that carries the build. - **Anti-Champion:** none as mods in 9.7.0 — stuns ride on weapon archetypes (bring an Unstoppable/Barrier frame); Bad Amplitude (artifact) jolts Champions for Unstoppable-adjacent coverage.