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.
| Slot | Pick | Why |
|---|---|---|
| Super | Golden Gun: Marksman | Solar Super = orbs → Restoration via Facet of Purpose; precision orbs feed the loop. (Silence and Squall is the Stasis alt for hard CC.) |
| Class ability | Gambler's Dodge | Dodge near enemies refunds melee energy — the loop's reset button. |
| Melee | 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. | |
| Grenade | Light gauge + a Solar damage source that helps charge Gunpowder Gamble and seeds Scorch. | |
| Aspect 1 | Any kills charge a free Solar explosive you shoot mid-air for a big | |
| Aspect 2 | Dodge slows (a Darkness debuff → Dark gauge + Facet of Courage targets); 2 Facet slots. The dodge here already refunds melee. |
Facets (manifest-verified wording):
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.)
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.
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.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (7/10) | Solar Siphon 3e fill | Rapid Solar weapon final blows create an Orb of Power. |
| Hands-On 3e fill | Gain bonus Super energy on melee kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (5/10) | Melee Kickstart 1e | When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used. |
| Melee Kickstart 1e | When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used. | |
| Heavy Handed 3e | Your powered melee final blows create Orbs of Power. | |
| Chest (6/10) | Solar Resistance 2e fill | Reduces incoming Solar damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Better Already 1e | Your health begins to regenerate immediately after picking up an Orb of Power. |
| Recuperation 1e | Replenishes health each time you pick up an Orb of Power. | |
| Solar Weapon Surge 1e | 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) | Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Outreach 1e fill | Reduces melee cooldown when using your class ability. | |
| Powerful Attraction 2e fill | 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).