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Stasis

Permafrost — Mask of Fealty + Conditional Finality (Stasis Hunter)

Withering-Blade shatter engine + a guaranteed-freeze shotgun — every Conditional Finality freeze is a blade-spread trigger, with built-in Unstoppable
Mask of Fealty on light.gg

Anchor: Mask of Fealty (Helmet) · Subclass: Revenant (Stasis) · Role: Withering-Blade shatter engine + a guaranteed-freeze shotgun — every Conditional Finality freeze is a blade-spread trigger, with built-in Unstoppable Sandbox: 9.7.0 · Created 2026-06-24

Mask of Fealty turns a frozen target into a button: shatter it with a Withering Blade and you get a whole fan of blades back. The problem is manufacturing freezes on demand. Conditional Finality solves it — its Stasis barrel freezes on hit (and it stuns Unstoppable intrinsically). So you freeze with the shotgun, shatter with a blade, get a spread, plant crystals, build Frost Armor, and do it again. The shotgun is the trigger the Withering-Blade loop was missing.

The pairing — why two exotics, not one

Mask of Fealty is the helmet, Conditional Finality the Special — both Stasis:

Loadout

SlotPickWhy
SuperSilence and SquallFreeze kama + roaming shatter-storm; every freeze it lands is another Mask of Fealty shatter-trigger. (+63% vs combatants since Renegades.)
Class abilityGambler's DodgeMelee refund (scaled by Melee, doubled near enemies) + Winter's Shroud slow on dodge.
MeleeWithering BladeMandatory — the bouncing Stasis shuriken the exotic is built around.
GrenadeGlacierA guaranteed crystal cluster to shatter for the spread; Touch of Winter spawns extras.
Aspect 1Grim HarvestStasis-shard pickups → Frost Armor (DR); with Frost Armor your Stasis/Kinetic kills can chain-shatter — free survivability + AoE under the blade loop.
Aspect 2Touch of WinterEnhances Stasis grenades (Glacier → extra crystals) — more shatter fuel. (Shatterdive is the aggressive alt.)
Fragments (5/5)

Exotic armour — Mask of Fealty (Helmet)

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 and litters the floor with crystals; clause two turns those crystals and any frozen target into a blade spread. Throw → crystal + refund → throw into a crystal/frozen body → shatter → fan of blades → each makes crystals + refunds. It compounds.

Exotic weapon — Conditional Finality (Shotgun · Stasis/Solar · Special)

Split Decision: "Dual barrels split into Stasis and Solar damage. Strong against [Stagger] Unstoppable Champions."

A 55-RPM Special shotgun firing both elements at once. The Stasis barrel freezes the target (the shatter-trigger this build runs on), the Solar barrel adds ignition potential and chews shielded enemies, and the weapon stuns Unstoppable intrinsically — a champion Frostblade had to bring a separate frame for.

Why this works (the mechanics)

Weapons

Stats & archetypes

Priority: Melee 150+ → Health 100 → Class 60 → rest dump.

Archetypes: Skirmisher (Melee/Weapons), Brawler (Melee), Bulwark (Health), Reaver (Class/Melee). Mods: Melee Font, Heavy Handed, Stasis Surge, Recuperation, Bomber on the class item.

Artifact — Slayer Baron Apothecary Satchel (Episode: Revenant)

Picks (2/3/2): Wind Chill + Crystalline ConverterHail The Storm + Frost Renewal + Curative OrbsServed Cold + Brain Freeze The Stasis artifact for a Stasis build — it pumps the exact verbs this loop lives on (Stasis hits, shatter, shards, Frost Armor):

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)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
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)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.
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 (3/10)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.
Outreach 1e fillReduces melee 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).

The loop