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Prismatic

Necrochasm — Cursed Chain (Kinetic Hunter)

Precision add-clear firehose that charges an on-demand one-shot boss Super
Necrochasm on light.gg
✓ Manifest Kinetic · Primary · 720 RPM · No intrinsic champion

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

SlotPickWhy
SubclassPrismaticHolds a Solar Golden Gun (for Nighthawk) and Kinetic-fed Transcendence off the same precision kills.
SuperGolden Gun: MarksmanNighthawk folds it into one 650%-damage shot — the boss/champion answer the auto rifle cannot provide.
Class abilityMarksman's DodgeReloads the gun (redundant with Cursebringer's auto-refill, but free) and repositions between detonation chains.
MovementTriple JumpExtra mid-air adjustments to hold a clean precision firing line over a chaotic room.
MeleeThreaded SpikeReturning ranged knife — ability damage with no risk of breaking your firing line; a Strand kill feeds Transcendence.
GrenadeGrappleCheap traversal to reposition onto the next dense pack while barely stopping the trigger.
Aspect 1Gunpowder GamblePrecision kills charge a Solar throwable; the kill flood builds it constantly, and its ignitions seed more add-clear and Transcendence.
Aspect 2Stylish ExecutionerCursed-Thrall corruption is an elemental debuff, so corrupted kills grant invis + Truesight — the survivability layer a Primary-gun build needs in GMs.
FragmentsFacet of Grace, Facet of Awakening, Facet of Courage, Facet of BraverySee Stats & mods.
Exotic armourCelestial Nighthawk (Helmet)Hawkeye Hack cuts Super cooldown on precision final blows — which is all Necrochasm makes — and turns Golden Gun into one 650% shot.
WeaponsStrand/Solar Special + Machine GunSpecial covers a champion type and panic-clears when surrounded; the MG (or Rocket) is boss DPS between Golden Guns.
Fragments

Why it works (the mechanics)

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.

Mods:

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):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Arms (7/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
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.
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)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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.