← Back
Prismatic

Tailored — Relativism (Prismatic Hunter)

One-two melee burst — ignite the pack, heal off the counterpunch
Relativism on light.gg
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

SlotPickWhy
SubclassPrismaticThe only subclass that can run a Solar ignition source, an Arc healing melee, and a Stasis slow together, plus the Transcendence gauge.
SuperGolden Gun: MarksmanSolar Super means orb pickups become Restoration through Facet of Purpose, and its precision hits create Orbs of Power that feed the whole loop.
Class abilityGambler's DodgeDodging near enemies refunds melee energy — the loop's reset button between punches.
MovementTriple JumpNeutral vertical control to close into melee range and reposition after an ignition without overcommitting.
MeleeCombination 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.
GrenadeSwarm Grenade (Solar)A light-gauge Solar damage source that seeds Scorch and helps charge Gunpowder Gamble.
Aspect 1Gunpowder GambleKills charge a free Solar explosive you shoot mid-air for a big Ignition — a second ignition source alongside Caliban.
Aspect 2Winter's ShroudDodging slows nearby targets (a Darkness debuff that Facet of Courage keys off) and boosts class-ability regen; the dodge here already refunds melee.
FragmentsDawn · Courage · Purpose · BlessingRadiant on every punch, bonus damage into slowed packs, orb-driven Restoration, and heal-on-final-blow — four buffs off the same melee.
Exotic armourRelativism (Class item)Holds Spirit of Caliban (ignition on melee final blow) and Spirit of the Liar (buffed healing counterpunch) — the whole build.
WeaponsSunshot + Arc special/heavy + flexSunshot'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

Why it works (the mechanics)

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:

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.
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 (6/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Kickstart 1eWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
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 (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 1e fillYour 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 Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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.