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Prismatic

Ergo Sum — Gathering Light (Hunter)

Transcendence battery + melee/sword bruiser
✓ Manifest Kinetic · Special · No intrinsic champion

Weapon: Ergo Sum (Sword · Heavy · Strand/elemental) · Subclass: Prismatic · Role: Transcendence battery + melee/sword bruiser Sandbox: 9.7.0 · Created 2026-06-16

The only sword built to be put away. Final blows stack Gathering Light; stowing dumps the whole stack into melee, grenade, and class energy at once — a manual Transcendence pump. The catalyst closes the loop the other way: Transcendent-grenade damage refunds sword ammo. So you swing to charge, stow to ability-spam, go Transcendent, throw the grenade that makes more sword, and swing again. It's a Prismatic Hunter that fights with its abilities and reloads them with its Heavy.

The weapon

Final blows with this weapon grant stacks of Gathering Light, improving guard stats and lunge range. Stowing this weapon consumes all stacks, granting melee, grenade, and class ability energy.

Catalyst — Transcendent Steel: Dealing damage with a Transcendent grenade grants Ergo Sum ammo.

Read those two together and the playstyle writes itself. The intrinsic is two weapons in one: held, it's a swinging melee weapon whose guard and lunge grow as you kill (Gathering Light is the same buff Traveler's Chosen uses); stowed, the accumulated stacks become a burst of melee + grenade + class energy. The more you kill before you holster, the bigger the ability dump. The catalyst then gives you ammo back specifically for spending Transcendence — which on Prismatic you build by using both Light and Dark abilities, the exact abilities Ergo Sum just paid for. Nothing else in the game ties a Heavy weapon this tightly to the Prismatic Transcendence economy.

Loadout

SlotPickWhy
SubclassPrismatic HunterThe only kit with Transcendent grenades — the catalyst is dead on any other subclass.
SuperSilence and Squall (Stasis)Storm + freeze; pairs with Winter's Shroud and feeds the Dark side of the Transcendence bar. (Storm's Edge if you'd rather a roaming melee Super.)
Class abilityGambler's DodgeMelee energy on dodge (scaled by Melee stat) — a second melee charge on top of the stow-dump.
MeleeCombination Blow (Arc)Kill → heal + escalating melee damage + full melee refund. The on-foot kill engine that isn't the sword, so the sword's stacks survive the holster.
GrenadeThreadling / GrappleGrapple to close on packs and make Tangles; Threadling for ad-pressure. The Transcendent version is what the catalyst rewards — throw it into a pack for the ammo refund.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invis + Truesight; next melee while invis weakens. Free safety between stow-dumps.
Aspect 2Winter's ShroudDodging slows nearby targets — slow is a Stasis (Darkness) debuff that lights Stylish and feeds Transcendence; pairs with Gambler's melee refund.
Fragments (5)

Exotic armour — Star-Eater Scales (Leg Armor): Feast of Light — Orbs of Power overcharge a full Super for a healing burst, bonus Super damage, and an overshield at max. This build is an orb fountain (Combination Blow + Transcendent kills + finishers), so Star-Eater keeps Silence and Squall always charged and overcharged. Every stow-dump and Transcendent throw also builds toward the next Super, and Star-Eater turns those frequent Supers into both DPS and a survival button. (Alt: Gifted Conviction for jolt-DR if you swap to an Arc Super.)

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Melee 200 → Super 100+ → Class. Melee 200 maxes Combination Blow / Gambler's refund and the melee half of every stow-dump; Super feeds Star-Eater's overcharge cadence; Class for dodge uptime (Winter's Shroud + Stylish trigger). Grenade rides as the secondary dump target. Health is the dump stat — Combination Blow heals, Facet of Blessing heals, Star-Eater overshields, Stylish goes invis.

Archetypes: Brawler / Specialist pieces (Melee-Super-Class favoured). Mods: Sword Scavenger + Sword Ammo wherever possible (keep the Heavy fed alongside the catalyst), Heavy Handed / Melee Wellmaker, Bomber (class energy on grenade), Special/Heavy Finisher for orb generation → Star-Eater fuel, and a surge matching your Ergo Sum element on boots. Stat-tune +Melee/−Health.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Strand Siphon 1e fillRapid Strand weapon final blows create Orbs 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 1e fillWhen 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)Strand Resistance 2e fillReduces incoming Strand 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 (9/10)Strand Scavenger 3eStrand weapons get bonus reserves when picking up ammo used by that weapon.
Strand Weapon Surge 3eYour Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Strand Weapon Surge 3e fillYour Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)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.
Outreach 1e fillReduces melee cooldown when using 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). Flex/loadout-dependent: **Special/Heavy Finisher** for orb generation → Star-Eater fuel.