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Stasis

Frostblade — Mask of Fealty (Stasis Hunter)

Withering Blade spam — a self-sustaining crystal-and-shatter melee engine
Mask of Fealty on light.gg

Centerpiece: Mask of Fealty (Helmet) · Subclass: Revenant · Role: Withering Blade spam — a self-sustaining crystal-and-shatter melee engine Sandbox: 9.7.0 · Updated 2026-07-03

One melee that never runs out. Every Withering Blade hit and bounce plants a Stasis crystal and refunds melee energy; the next blade thrown into that crystal (or any frozen target) sprays a fan of more Withering Blades. The first throw pays for the second, the shatter pays for the third, and the crystal field you leave behind is both your ad-clear and your Frost Armor. You are throwing knives the whole fight and the melee bar barely moves.

The exotic

Null Factor: Withering Blade hits and bounces create a small Stasis crystal and refund a portion of melee energy. Using Withering Blade to shatter crystals or frozen targets releases a spread of Withering Blades.

Two clauses, one engine. Clause one makes Withering Blade self-funding — Clarity clocks the refund at 7.5% melee energy per hit/bounce, and the 1st and 3rd bounces each spawn a small Stasis crystal, so a single throw both pays itself back and litters the floor. Clause two turns those crystals (and any frozen target) into a damage multiplier: throw a blade into a crystal and you don't get one knife back, you get a spread of three Withering Blades. The loop is throw → crystal + refund → throw into crystal → shatter → fan of three → each of those makes crystals and refunds. It compounds, and the field it seeds is what your survivability feeds on.

Loadout

SlotPickWhy
SubclassRevenant (Stasis Hunter)The Stasis kit — crystals, shatter, slow/freeze and Frost Armor — is the only sandbox that speaks Withering Blade's language.
SuperSilence and SquallFreeze kama plus a roaming shatter-storm; every freeze it lands is another Mask of Fealty shatter-trigger for the blade spread.
Class abilityGambler's DodgeRefunds melee energy (scaled by the Melee stat, doubled near enemies) — a second melee feed alongside the exotic's self-refund.
MovementTriple JumpThree-stage aerial control to reposition into and out of a crystal field and line up shatter angles.
MeleeWithering BladeMandatory — the bouncing Stasis shuriken the entire exotic is built around.
GrenadeGlacier (or Coldsnap)Guaranteed crystals to detonate with a blade for the spread; Touch of Winter adds an extra crystal to Glacier.
Aspect 1Grim HarvestPicking up Stasis shards grants Frost Armor, and with Frost Armor your Stasis/Kinetic kills can chain-shatter — free DR and extra AoE layered under the blade loop.
Aspect 2Touch of WinterEnhances Stasis grenades (Glacier gains a crystal, Duskfield grows and drops a crystal) — more shatter fuel for the spread.
FragmentsRime · Fissures · Shards · Conduction · FracturesFrost Armor duration/cap, bigger shatter bursts, grenade regen, shard tracking, and Frost Armor off every melee shatter.
Exotic armourMask of Fealty (Helmet)The centerpiece — makes Withering Blade self-funding and turns crystals into a blade spread.
WeaponsStasis primary w/ Headstone · Chill Clip Stasis special · heavy of choiceHeadstone plants more crystals off precision kills; Chill Clip manufactures slow/freeze on demand when the field runs dry.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Class. Melee is the keystone — it drives Withering Blade uptime and the Gambler's Dodge refund; Health rides the near-permanent Frost Armor; Class feeds the dodge that refunds melee. Archetype lean: Skirmisher (Melee/Weapons), Brawler (Melee), or Reaver (Class/Melee).

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Stasis artifact for a Stasis build — it pumps the exact verbs this loop already lives on (Stasis weapon hits, shatter, shards, Frost Armor) and covers Unstoppable through the same shatter you spam.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Stasis Siphon 1e fillRapid Stasis weapon final blows create an Orb of Power.
Hands-On 3e fillGain bonus Super energy on melee kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Kickstart 1e fillWhen your melee energy is fully expended, your Armor Charge is consumed and you gain melee 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)Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Stasis Weapon Surge 1e fillYour Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)Utility Kickstart 3eWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
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.

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: so bring a Lightweight/Rapid-Fire frame for Overload; a Precision/Adaptive frame for Barrier.