One Fusion Rifle that is whatever grenade you hold. Tessellation's bolts take your grenade's element, its final blows pour grenade and Transcendence energy back into you, and its catalyst sprays that element on the next pack. Because the gun's damage type always equals your grenade, it is the only weapon in the game that procs Verity's Brow on every kill, by definition. The fantasy is a closed loop: throw grenade → it loads a bolt that kills → kill refunds grenade → throw again, while Transcendence ticks up the whole time.
The weapon
Property: Undecidable (intrinsic): "This [weapon|instrument|topology] adapts its damage type to match your equipped grenade. Final blows grant grenade and Transcendence energy."
Property: Irreducible (\[Alternate Weapon Action\]): "Consume your grenade to load a large [projectile|shape|language] that generates an elemental explosion on impact and deals increased damage while Transcendence is active."
Catalyst — Property: Unavoidable:"Targets near the blast of Property: Irreducible are [afflicted|burdened|cursed] with an elemental effect matching your equipped grenade's damage type."
What it does: Tessellation is a Special-ammo Fusion Rifle whose damage type is set by your equipped grenade — slot an Arc grenade and it fires Arc, a Stasis grenade and it fires Stasis, and so on (its manifest base element is Kinetic; Undecidable overrides it). Two firing modes. Normal trigger is a standard Fusion burst in your grenade's element, and final blows feed grenade energy plus Transcendence energy. The alternate fire (\[AWA\]) consumes the whole grenade to load one oversized bolt that detonates in an elemental explosion, dealing bonus damage while transcendent. With the catalyst, that explosion afflicts nearby targets with your grenade's elemental effect (scorch / jolt / volatile / slow / sever / suppress, per the grenade). The build's job is to make every kill a Tessellation kill, so Undecidable's grenade refund and Verity's grenade bonus never stop.
Loadout
Slot
Pick
Why
Subclass
Prismatic Hunter
Only subclass with Transcendence — the resource Tessellation directly charges — and it lets a Light grenade element pair with Dark abilities (or vice-versa) for fast dual-bar fill.
Super
Golden Gun: Marksman (Solar)
On-demand champion/boss delete that spawns Orbs on precision hits, feeding the orb economy; swap to Silence & Squall if you run a Stasis grenade for theme.
Class ability
Gambler's Dodge
Refunds melee energy near enemies and repositions you to re-charge a bolt between bursts.
Movement
Triple Jump
Maximum air control to line up \[AWA\] bolts and stay off the ground while the loop feeds.
Melee
Combination Blow (Arc)
Cheap ability kills to top Transcendence between Tessellation reloads; the gun, not the melee, carries the build, so any Prismatic melee works.
Grenade
Your element pick = your gun's element (default Grapple, Strand)
Undecidable reads this slot for the gun's whole identity — pick the grenade whose element and verb you want the gun to fire (Grapple for mobility + Tangles, Arcbolt/Storm for jolt add-clear, Coldsnap for slow).
Aspect 1
Gunpowder Gamble
Kills charge a free Solar explosive — extra ability damage that drips Transcendence without spending the grenade you need loaded for the gun to read.
Aspect 2
Ascension
Airborne class-ability burst that amplifies and jolts (AoE add-softener) and is a strong Transcendence/ability feeder; a 9.7.0 Hunter staple.
Fragments
Courage · Generosity · Bravery · Honor · Hope
Convert the debuff into ability damage, turn transcendent kills into Orbs, buff the secondary, and keep Transcendence and class ability topped — see below.
Exotic armour
Verity's Brow (Helmet)
Tessellation's damage type is defined as matching your grenade, so every kill grants Death Throes — no other weapon procs Verity's this reliably.
Weapons
Add-clear Kinetic primary + boss-DPS Heavy
A Rewind Rounds / Subsistence primary keeps you shooting when Tessellation's Special ammo is dry; a Machine Gun or Linear/Rocket covers boss DPS the Golden Gun and grenade loop don't personally execute.
Fragments
Facet of Courage · Facet of Generosity · Facet of Bravery · Facet of Honor · Facet of Hope
Why it works (the mechanics)
Tessellation is the only weapon that always procs Verity's Brow. Verity's Brow triggers on weapon final blows "with a damage type matching your grenade." Undecidable makes the gun's damage type identically equal to your grenade, so the condition is permanently true — every kill grants a Death Throes stack, and Death Throes provides the grenade-damage bonus and grenade energy. The gun pays for the grenade Verity's wants you to throw.
Two independent grenade-refund sources stack on the same kill. Undecidable returns grenade energy on final blow; Verity's Death Throes also returns grenade energy on final blow. One Tessellation kill credits both, so the grenade you spend on an \[AWA\] bolt comes back far faster than its base cooldown — you fire elemental-explosion bolts on a cadence the grenade timer alone would never allow.
Transcendence fills from two directions at once. Undecidable grants Transcendence energy on every kill, and on Prismatic both the Light and Dark bars tick. Facet of Honor (Tangles/elemental pickups) and Facet of Generosity (transcendent kills → Orbs → more Honor energy) keep the meter climbing, and while transcendent the \[AWA\] bolt deals increased damage — you spike output exactly when the resource the gun built comes online.
The catalyst turns the bolt into team debuff and Facet of Courage fuel. Property: Unavoidable afflicts everything near the blast with the grenade's elemental effect — free add CC (scorch/jolt/slow) and, with a Stasis/Strand grenade, a Darkness debuff. Facet of Courage converts that debuff into bonus ability damage, so the gun debuffs the pack the grenade then nukes.
Element is a choice, not a constraint. Want jolt add-clear? Arc grenade. Freeze/slow control? Stasis grenade. Tangle/Grapple mobility and Facet-of-Honor feed? Strand grenade. The skeleton — Verity's + Undecidable + Transcendence — is element-agnostic; you retune the verb to the activity by swapping one grenade (and matching your surges/siphon to it).
Gunpowder Gamble keeps the grenade slot free. The loop needs a grenade loaded for the gun to read its element, so Gunpowder Gamble gives you a second, kill-charged explosive — you still throw "ability damage" without spending the grenade Tessellation depends on.
Stats & mods
Grenade 200 → Weapons → Class. Grenade is the whole economy (the loop plus the Verity's bonus that scales grenade damage); Weapons lifts Tessellation's PvE output; Class keeps Gambler's/Ascension online for the Transcendence feed. Use stat-tuning to dump Super or Health for more Grenade/Weapons — the build leans on the gun and the grenade, not its Super or raw survivability.
Mods:
Boots: Surge ×2 matching whichever element your grenade sets (weapon-damage boost straight onto the gun) · Bomber (grenade energy on dodge).
Arms: Grenade Kickstart ×2 (Armor Charge → instant grenade chunk on cast) · Heavy Handed if running Combination Blow.
Chest: elemental resistances of your choice (the build has no innate DR core).
Class item: Bolstering Detonation (grenade damage → class energy) · Distribution (ability use near enemies refunds all abilities) · Grenade Font.
Surge: match to your chosen Tessellation/grenade element — rebuild around an Arc grenade and the gun is Arc, so run Arc surges and an Arc-orb siphon.
Anti-Champion: none intrinsic — carried by the artifact (see below).
Artifact — Hunter's Journal
Prismatic's home artifact: it feeds the same Orb / elemental-pickup / Transcendence economy the gun already runs, and gives Arc-grenade configs real champion pressure.
Picks (2/3/2):
Tier 1: Elemental Siphon · Threaded Blast
Tier 2: Radiant Orbs · Bad Amplitude · Counter Energy
Tier 3: Transference · Shock and Awe
Elemental Siphon makes Kinetic/super-element kills spawn matching elemental pickups, fuelling the siphon → Orb → Facet-of-Honor/Generosity loop.
Threaded Blast enlarges Tangle explosions on the Strand-grenade default, feeding Facet of Honor's Tangle → Transcendence payoff.
Radiant Orbs makes every Orb pickup grant radiant on Prismatic — and Golden Gun plus Generosity make Orbs constantly.
Bad Amplitude jolts Champions off Arc ability damage — your Overload answer when running an Arc grenade plus Ascension.
Counter Energy refunds your least-charged ability on any Champion stun, topping the grenade/ability loop.
Transference grants a grenade/melee bonus while transcendent and refunds Light and Dark on transcendent weapon kills — the single best mod for a Transcendence engine.
Shock and Awe calls down a lightning burst on amplified Arc final blows, pairing with Ascension's amplify for add-clear.
Where it shines
Add-clear / matchmade & legend content: the grenade ↔ gun ↔ Transcendence loop is self-sustaining and the catalyst blast is constant AoE debuff — low-stress, high-uptime.
Boss/DPS: secondary — burst the \[AWA\] bolt while transcendent for an elemental spike, then Golden Gun: Marksman. Real boss damage lives in your Heavy slot.
Endgame survivability is thin by design (no Devour/overshield core) — lean on Gambler's repositioning, Ascension's amplify, and the catalyst's CC to stay safe.
Champion coverage: Tessellation breaks no champion type intrinsically (manifest: no intrinsic anti-champion). The artifact does the work — Bad Amplitude (Arc grenade + Ascension) is your Overload, Counter Energy rewards each stun, and an Arc-grenade config plus a Barrier/Overload secondary covers the rest. Without an anti-champion artifact mod, treat champions as a secondary's job.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3e
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Bolstering Detonation1e
Grants class ability energy when you cause damage with a grenade.
Chest (5/10)
Arc Resistance1efill
Reduces incoming Arc 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)
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1efill
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (7/10)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Bomber1e
Reduces 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: the gun is Arc.