Centerpiece: Necrochasm (Auto Rifle · Primary · Kinetic) · Subclass: Prismatic · Role: Precision add-clear firehose that charges an on-demand one-shot boss Super Sandbox: 9.7.0 · Updated 2026-07-03
Necrochasm turns a dense room into one continuous trigger pull: every precision kill spits a Cursed Thrall bomb onto the next body, and those explosion-kills refill the magazine, so the gun never meaningfully reloads. The build does one thing with that flood of precision final blows — it feeds it into Celestial Nighthawk, folding Golden Gun into a single, catastrophic shot for whatever the auto rifle can't chew. The same Kinetic kills pour into Transcendence, so one gun pays for your Super and your Darkness verbs at once.
The weapon
Cursebringer (intrinsic):"Precision final blows with this weapon increase reload speed and trigger a Cursed Thrall explosion that inflicts corruption. Final blows with Cursed Thrall explosions refill the magazine."
Catalyst — One for Thrall:"Hitting three separate targets increases damage, range, handling, and aim assist for a moderate duration."
Land a headshot kill and a Cursed Thrall detonation pops on the corpse, applying corruption (a chip-damage debuff) and frequently killing adjacent trash. Those explosion-kills refill the magazine, so in add-dense rooms the 720-RPM Adaptive auto rifle just chain-detonates instead of reloading — a self-sustaining kill loop as long as bodies keep feeding it. The catalyst is built for exactly this rhythm: tagging three separate targets (trivial once every kill seeds an explosion) flips on a damage/range/handling/aim-assist buff that tightens the twitchy spray into a precision tool at mid range. It is a Primary Kinetic weapon with no intrinsic champion stun (see Verify notes), so it is a pure add-clear engine — champions get answered by your Super and your other two slots.
Loadout
Slot
Pick
Why
Subclass
Prismatic
Holds a Solar Golden Gun (for Nighthawk) and Kinetic-fed Transcendence off the same precision kills.
Super
Golden Gun: Marksman
Nighthawk folds it into one 650%-damage shot — the boss/champion answer the auto rifle cannot provide.
Class ability
Marksman's Dodge
Reloads the gun (redundant with Cursebringer's auto-refill, but free) and repositions between detonation chains.
Movement
Triple Jump
Extra mid-air adjustments to hold a clean precision firing line over a chaotic room.
Melee
Threaded Spike
Returning ranged knife — ability damage with no risk of breaking your firing line; a Strand kill feeds Transcendence.
Grenade
Grapple
Cheap traversal to reposition onto the next dense pack while barely stopping the trigger.
Aspect 1
Gunpowder Gamble
Precision kills charge a Solar throwable; the kill flood builds it constantly, and its ignitions seed more add-clear and Transcendence.
Aspect 2
Stylish Executioner
Cursed-Thrall corruption is an elemental debuff, so corrupted kills grant invis + Truesight — the survivability layer a Primary-gun build needs in GMs.
Fragments
Facet of Grace, Facet of Awakening, Facet of Courage, Facet of Bravery
See Stats & mods.
Exotic armour
Celestial Nighthawk (Helmet)
Hawkeye Hack cuts Super cooldown on precision final blows — which is all Necrochasm makes — and turns Golden Gun into one 650% shot.
Weapons
Strand/Solar Special + Machine Gun
Special covers a champion type and panic-clears when surrounded; the MG (or Rocket) is boss DPS between Golden Guns.
Fragments
Facet of Grace · Facet of Awakening · Facet of Courage · Facet of Bravery
Why it works (the mechanics)
The gun is a precision-kill firehose, and every system here taxes that firehose. Cursebringer turns one headshot kill into an explosion that makes the next kill, which refills the mag, which makes the next explosion. In a room of adds you produce precision and explosion final blows faster than almost any Primary in the game — that kill-rate is the resource everything else spends.
Celestial Nighthawk monetises that kill-rate into Super. Hawkeye Hack reduces Golden Gun's cooldown on precision final blows — the only kind Necrochasm makes when you aim. You charge a single-shot Golden Gun that deals 650% increased damage plus an Ignition off add-clear you were doing anyway, then spend it on the boss or miniboss the auto rifle isn't built to delete. Scoring the kill refunds 33% of your Super. Gun and Super are the same loop.
Facet of Grace double-dips the Kinetic kills into Transcendence. Necrochasm is Kinetic, so every kill grants bonus Light/Darkness Transcendence energy. The precision-kill flood charging Golden Gun is simultaneously charging the Transcendence bar — one trigger pull, three meters filling (mag, Super, Transcendence) — and a Super kill hands nearby allies Transcendence too.
Cursebringer's corruption feeds Stylish Executioner without a Void subclass. Corruption is an elemental debuff, and Stylish grants invisibility + Truesight on defeating any elementally-debuffed target. You make corrupted kills nonstop, so when a room turns on you a single kill drops you off radar — the safety valve a Primary-damage build needs in GMs.
Gunpowder Gamble is charged purely by precision kills. Same input again: headshot kills build the Solar explosive. Throw it into the next pack → ignitions → more kills → more Cursebringer chains → more Super and Transcendence. Facet of Courage then makes those Solar ignitions land harder into any Darkness-debuffed target.
One for Thrall keeps the spray honest at range. A 720 Adaptive auto rifle is twitchy past mid range; the catalyst's hit-three-targets buff (damage/range/handling/aim assist) is effectively always-on in adds and pulls the gun's effective range out to where Hawkeye Hack precision kills stay reliable.
Stats & mods
Weapons 200 → Super → Health. Weapons is the priority — it is the PvE damage multiplier riding on top of Cursebringer and One for Thrall for the whole build's output. Super second to cycle Nighthawk Golden Gun faster (Hawkeye Hack already accelerates it). Health as the survivability floor under Stylish invis. This is a weapons-lean Prismatic add-clear archetype.
Arms: Auto Rifle Loader ×2 (redundant with the auto-refill — route to Heavy Ammo Finder if preferred) · Momentum Transfer.
Chest: elemental resist ×3 (flat DR under invis).
Class item: Powerful Attraction (dodge vacuums orbs) · Bomber for ability uptime.
Surge: Kinetic Weapon Surge (matches the centerpiece's Kinetic damage).
Anti-Champion: none intrinsic — Golden Gun deletes yellow-bars raw; slot artifact champion mods (see Where it shines) to cover Barrier/Overload/Unstoppable via your Special and Heavy.
Artifact — Hunter's Journal
The on-element pick for a Kinetic-auto-rifle Prismatic build: it pays off the orb flood and the Solar Golden Gun while keeping the auto rifle topped up, and its Solar/ignition rows feed Gunpowder Gamble. Champions are covered by Golden Gun plus your Special/Heavy frames, so the artifact spends its slots on the gun loop rather than on stuns.
Picks (2/3/2):
Tier 1: Elemental Siphon · Sustained Fire
Tier 2: Targeting Autoloader · Radiant Orbs · Solar Fulmination
Tier 3: Prismatic Transfer · Shieldcrush
Elemental Siphon turns Kinetic auto-rifle final blows into Elemental pickups, feeding Facet of Awakening and topping the Transcendence bar the gun already fills.
Sustained Fire grants damage resistance while you hold the trigger — survivability that switches on the instant you start firing, ideal for a hold-the-trigger Primary.
Targeting Autoloader reloads and buffs the equipped auto rifle on kills, keeping the gun sharp through every Cursebringer chain.
Radiant Orbs turns the build's orb flood into radiant on pickup — a clean Prismatic damage bump layered onto the whole kit.
Solar Fulmination widens and hardens Gunpowder Gamble's ignitions, amplifying the add-clear it already provides.
Prismatic Transfer buffs fireteam weapon damage when you cast Golden Gun, so the boss-delete moment also lifts the team.
Shieldcrush makes Threaded Spike faster and harder under any overshield, Woven Mail, or Frost Armor.
Where it shines
Add-dense PvE — Vanguard Ops, Nightfalls, the clear phases of raids and dungeons, Onslaught. The more bodies, the longer the Cursebringer chain runs and the faster Golden Gun and Transcendence charge.
GM Nightfalls — survivability is real here (Stylish invis + Sustained Fire DR + Nighthawk's panic-button Super), and the one-shot Golden Gun is your champion/miniboss executioner.
Champion coverage: Necrochasm stuns nothing intrinsically (Primary Kinetic, no bespoke stun). Break champions with (a) Golden Gun as a raw delete, (b) your Special and Heavy archetypes matched to the Barrier/Overload/Unstoppable split you need, and (c) Gunpowder Gamble ignitions plus corruption chip to soften them. Slot artifact anti-champion mods to match the strike.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Arms (7/10)
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Momentum Transfer2e
Causing damage with a grenade reduces your melee cooldown.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
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). Flex/loadout-dependent: Heavy.