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Stasis

Cold Front — Renewal Grasps + Verglas Curve (Stasis Hunter)

Duskfield zone-denial fortress — a giant Renewal Duskfield that slows the room and shields the team, fed a Verglas crystal field to shatter, with Frost Armor DR holding the line
Renewal Grasps on light.gg

Anchor: Renewal Grasps · Subclass: Revenant (Stasis) · Role: Duskfield zone-denial fortress — a giant Renewal Duskfield that slows the room and shields the team, fed a Verglas crystal field to shatter, with Frost Armor DR holding the line Sandbox: 9.7.0 · Created 2026-06-24

Renewal Grasps blows the Duskfield up to room size: everything inside is slowed and hits like a wet noodle, everyone inside (you and allies) wears Frost Armor. Verglas Curve seeds that frozen zone with Stasis crystals from its kill-fed volley — stored AoE you shatter at will. It's a defensive build that wins by making one patch of ground unsurvivable for the enemy and unkillable for the team.

The pairing — why two exotics, not one

Renewal Grasps is the gauntlets, Verglas Curve the Primary — both Stasis, built around one controlled patch of ground:

Loadout

SlotPickWhy
SuperSilence and SquallFreeze kama + a roaming shatter-storm that parks inside your Duskfield → every freeze it lands is another crystal/shatter trigger. (+63% vs combatants since Renegades.)
Class abilityGambler's DodgeArms Winter's Shroud (dodge → slow), refunds melee for the next Withering Blade, and repositions the slow field.
MeleeWithering BladeBouncing Stasis shuriken — slows/freezes and plants a crystal, a manual shatter-trigger when the volley's on cooldown.
GrenadeDuskfield GrenadeThe Renewal engine — mandatory. Touch of Winter makes it pull targets in; Renewal makes it huge.
Aspect 1Touch of WinterEnhances the Duskfield (larger, pulls targets to centre) — stacks with Renewal so the whole pack is funnelled into one slowed, crystal-seeded kill-box. 1 fragment slot.
Aspect 2Winter's ShroudDodging slows nearby targets — a second on-demand slow source that extends the CC beyond the grenade's cooldown. 2 fragment slots.
Fragments (3)

Exotic armour — Renewal Grasps (Gauntlets)

Depths of Duskfield: Your Duskfield grenades have a much larger effect radius. Allies inside the Duskfield gain Frost Armor and targets inside the area deal reduced damage.

This is a team exotic: a room-sized slow zone where enemies are kneecapped (reduced outgoing damage) and your whole fireteam wears Frost Armor DR. It controls space and protects bodies — the Verglas crystals are what turn that controlled space into a kill-box.

Exotic weapon — Verglas Curve (Combat Bow · Stasis · Primary)

Hail Barrage: "Final blows with this weapon grant Stasis arrows. Your next hip-fire shot will fire all of them in a single volley."

A Stasis Primary bow. Kills bank Stasis arrows; a hip-fire shot looses the whole Hail Barrage volley, which plants Stasis crystals where it lands — so a few kills turn into a wall of crystals you drop on demand. Inside the Duskfield those crystals sit on slowed targets, primed to shatter.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Grenade 150 → Weapons 100 → Health 100 → Class 60 → Super/Melee dump.

Archetypes: Grenadier / Demolitionist (Grenade), Gunner (Weapons), Bulwark (Health), Specialist (Class). Mods: Grenade Font, Bow Loader + Reserves, Stasis Weapon Surge ×2, Stasis/Harmonic Siphon, Bomber + Recuperation on the class item.

Artifact — Slayer Baron Apothecary Satchel (Episode: Revenant)

Picks (2/3/2): Wind Chill + Crystalline ConverterFrost Renewal + Hail The Storm + Curative OrbsServed Cold + Brain Freeze The Stasis artifact for a Stasis fortress — it pumps Frost Armor, shards and shatter:

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Stasis Siphon 1e fillRapid Stasis weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (7/10)Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Weapon Loader (faster reload) 3e
Grenade Kickstart 3e fillWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Chest (5/10)Stasis Resistance 1e fillReduces incoming Stasis 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)Stasis Weapon Surge 1eYour Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Stasis Weapon Surge 1eYour Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2e fillAutomatically 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).

The loop