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Prismatic

Microcosm — Paracausal Battery (Kinetic Hunter)

Boss/Champion DPS battery on a self-charging Transcendence loop
Microcosm on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Heavy · 1000 RPM · No intrinsic champion

Centerpiece: Microcosm (Trace Rifle · Heavy · Kinetic) · Subclass: Prismatic Hunter · Role: Boss/Champion DPS battery on a self-charging Transcendence loop Sandbox: 9.7.0 · Updated 2026-07-03

A Heavy trace rifle that fires a continuous Kinetic beam and deals massive bonus damage to shields. On Prismatic Hunter it stops being a damage stick and becomes a battery: it is Kinetic, so every kill feeds Facet of Grace toward Transcendence; the catalyst's Thresh feeds your Super off the same trigger; Star-Eater Scales overcharges that Super. Hold the beam, fill both bars, then dump them on the boss and delete the phase.

The weapon

Paracausal Beam (intrinsic): "Fires a beam of Kinetic light, dealing massive bonus damage to shields."

Catalyst — Thresh: "Killing combatants with this weapon generates a small amount of Super energy."

Catalyst — Stopping Power: "This weapon's Kinetic ordinance can more easily stagger combatants, and grant increased target acquisition and damage against low-health targets."

What it does: Microcosm is a 1000-RPM Heavy trace rifle that ticks continuous Kinetic damage with a huge bonus versus elemental shields, so shielded majors and shielded Champions evaporate under a held beam. The element matters as much as the damage — Kinetic is the one damage type that pays into Facet of Grace, so every combatant the beam drops charges Transcendence. The catalyst layers two payoffs onto that same trigger: Thresh turns add-clear into raw Super energy, and Stopping Power grants stagger plus a target-acquisition and damage bump against low-health targets. One weapon, feeding three meters — Super, Transcendence, and the boss's health bar — from a single held trigger.

Loadout

SlotPickWhy
SubclassPrismatic HunterTranscendence is the engine; Microcosm's Kinetic beam is the spark that lights it.
SuperGolden Gun: Marksman (Solar)Star-Eater overcharges it into a boss-nuke that alternates with the beam; precision shots plus Thresh keep it spun.
Class abilityMarksman's DodgeInstant full reload — refills the beam between bursts without breaking the DPS window.
MovementTriple JumpReliable multi-air reposition to reach cover and hold the beam-line during a phase.
MeleeThreaded Spike (Strand)Ranged, returns on bounce; safe Transcendence/Tangle feed without leaving cover during a phase.
GrenadeMagnetic Grenade (Void)Sticky single-target detonation for the priority; the Transcendence-grenade payoff is what matters most.
Aspect 1Gunpowder GambleKills charge a Solar explosive — free add-clear that costs no beam ammo, and the kills still feed Grace plus Thresh.
Aspect 2Stylish ExecutionerDebuffed kill grants invis plus Truesight: free survivability and repositioning during a damage phase.
FragmentsGrace · Honor · Hope · JusticeKinetic-kill Transcendence, pickup/Tangle Transcendence, faster class-ability regen, and transcendent ability explosions.
Exotic armourStar-Eater Scales (Legs)Orb pickups stack Feast of Light; casting Golden Gun at x6 grants up to 70% Super damage plus a 100 HP overshield.
WeaponsBarrier/Overload Special + Orb-making PrimaryThe Special covers guaranteed Champion stuns the beam can't; the Primary spawns Orbs to keep Star-Eater fed.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Super → Class. Weapons is the PvE weapon-damage stat and your damage is a weapon; Super accelerates the Star-Eater rotation; Class feeds Marksman's Dodge reloads. Grenade and Melee are secondary — abilities here exist to feed Transcendence, not to carry.

Archetype lean: a Weapons/Super-favouring set (e.g. Powerhouse), tuned +Weapons where the roll allows since Grace already costs Health.

Mods:

Artifact — Implement of Curiosity

Implement of Curiosity is the cleanest match for a Kinetic-beam Prismatic Hunter living off elemental pickups and Tangles: it buffs Kinetic weapons directly, turns the Orb/Tangle economy into extra weapon damage (feeding the same Grace/Honor loop), and — critically — supplies the Unstoppable stun the catalyst's bespoke stagger can't guarantee.

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (6/10)Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar 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 (3/10)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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 (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1e fillReduces grenade 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: hold a beam; Where it shines.