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Prismatic

Ergo Sum — Gathering Light (Hunter)

Transcendence battery + sword/ability bruiser
Ergo Sum on light.gg
Your gear best achievable Melee 131 / 200 target — 69 short — needs better rolls
Health 45 · Melee 131 · Grenade 14 · Super 45 · Class 45 · Weapons 102 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Special · No intrinsic champion

Centerpiece: Ergo Sum (Sword · Special · Strand/elemental) · Subclass: Prismatic · Role: Transcendence battery + sword/ability bruiser Sandbox: 9.7.0 · Updated 2026-06-29

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 Ergo Sum 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 sword.

The weapon

Intrinsic — Final blows with this weapon grant stacks of Gathering Light, improving guard stats and lunge range.

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

The other half of the intrinsic — stowing the weapon consumes all stacks, granting melee, grenade, and class ability energy — is the documented in-game behaviour the whole build turns on (see Verify: the encyclopedia dump captured only the first clause). Read the two together and the playstyle writes itself. Held, Ergo Sum is 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 hands you Special ammo back specifically for spending Transcendence — which on Prismatic you build by alternating Light and Dark abilities, the exact abilities Ergo Sum just paid for. Nothing else ties a 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 that feeds the Dark side of the Transcendence bar; Star-Eater turns the orb flood into an overcharged cast.
Class abilityGambler's DodgeMelee energy on dodge (scaled by the Melee stat) — a second melee charge on top of the stow-dump.
MovementTriple JumpExtra mid-air control to reposition between a stow-dump and the next pack you swing into.
MeleeCombination Blow (Arc)Kill → heal + escalating melee damage + full melee refund; the on-foot kill engine that isn't the sword, so Gathering Light stacks survive the holster.
GrenadeGrapple / ThreadlingGrapple closes on packs and makes Tangles; the Transcendent throw is what the catalyst rewards — pitch it into a pack for the ammo refund.
Aspect 1Stylish ExecutionerAny elemental-debuffed kill → invisibility + Truesight; free safety between stow-dumps.
Aspect 2Winter's ShroudDodging slows nearby targets — slow is a Darkness debuff that lights Stylish and feeds Transcendence, and pairs with Gambler's melee refund.
FragmentsBalance · Honor · Blessing · Bravery · GenerosityTop both ability halves of the dump, convert Tangles/pickups to Transcendence, heal off melee, weaponise the sword, and flood orbs (see below).
Exotic armourStar-Eater Scales (Leg Armor)This build is an orb fountain, so Feast of Light keeps Silence and Squall overcharged for a 70% damage cast plus heal and overshield.
WeaponsStrand/Stasis Kinetic Primary + Solar/Void SpecialThe Darkness Primary feeds Stylish and Facet of Bravery; the Special holds champions and bosses while Gathering Light recharges.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Super → 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 buys dodge uptime (Winter's Shroud slow + Stylish both key off the dodge). Grenade rides as the secondary dump target; Health is the dump stat — Combination Blow heals, Facet of Blessing heals, Star-Eater overshields, Stylish goes invisible. Lean Brawler / Specialist armour (Melee–Super–Class favoured), then stat-tune +Melee / −Health.

Mods:

Artifact — Tablet of Ruin

A Strand-rolled Ergo Sum, a Grapple-Tangle/Threadling loop, and a Star-Eater orb fountain all point at the Strand artifact: it turns this build's orbs, Tangles, and severs into a self-sustaining Unravel engine, while its Kinetic/Super mods feed Transcendence and the Super cadence. Champion stun still comes from your guns — this pool amplifies the loop, not the breakers.

Picks (2/3/2): Unraveling Orbs · Elemental Siphon — Vile Weave · Horde Shuttle · Maligned Harvest — To Shreds · Elemental Supercharger

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.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
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.
Chest (6/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Strand Resistance 2e fillReduces incoming Strand damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (5/10)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
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.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate 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: live while you hold Armor Charge. - **Anti-Champion:** none intrinsic — Ergo Sum carries no champion stun; these artifact picks add none; so bring Barrier/Overload/Unstoppable on your Primary/Special frames.