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:
Mask of Fealty makes Withering Blade self-funding (every hit/bounce → a crystal + melee refund) and turns shattering crystals or frozen targets into a spread of blades. Its weakness is the field drying up — no freeze/crystal nearby, no spread.
Conditional Finality is an on-demand freeze: the Stasis barrel freezes what it hits, plus intrinsic Unstoppable. A guaranteed shatter-trigger in your back pocket whenever the crystal field runs dry — far cleaner than the generic "Chill Clip special" the Frostblade build had to approximate.
They meet on Freeze: Conditional freezes → Mask of Fealty shatters the frozen body with a blade → spread → crystals + Frost Armor → repeat. The Solar barrel adds a second damage type for shielded targets too.
Loadout
Slot
Pick
Why
Super
Silence and Squall
Freeze kama + roaming shatter-storm; every freeze it lands is another Mask of Fealty shatter-trigger. (+63% vs combatants since Renegades.)
Class ability
Gambler's Dodge
Melee refund (scaled by Melee, doubled near enemies) + Winter's Shroud slow on dodge.
Melee
Withering Blade
Mandatory — the bouncing Stasis shuriken the exotic is built around.
Grenade
Glacier
A guaranteed crystal cluster to shatter for the spread; Touch of Winter spawns extras.
Aspect 1
Grim Harvest
Stasis-shard pickups → Frost Armor (DR); with Frost Armor your Stasis/Kinetic kills can chain-shatter — free survivability + AoE under the blade loop.
Aspect 2
Touch of Winter
Enhances Stasis grenades (Glacier → extra crystals) — more shatter fuel. (Shatterdive is the aggressive alt.)
Fragments (5/5)
Whisper of RimeFrost Armor duration + cap — the DR backbone
Whisper of Fissuresbigger shatter burst → bigger blade-spread triggers
Whisper of Shardscrystal shatter → grenade regen, refilling your crystal-maker
Whisper of Conductionnearby Stasis shards track to you — funnels Grim Harvest shards into Frost Armor
Whisper of Fracturesshattering a frozen target with melee → a Frost Armor stack — your blade shatters are melee
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.
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)
Conditional manufactures the shatter-trigger on demand. Mask of Fealty's payoff needs a crystal or frozen target; the Stasis barrel freezes whatever you shoot, so a blade into that frozen body is an instant blade spread even when the crystal field is empty. The two exotics hand off cleanly: shotgun freezes, blade shatters.
The melee economy is a closed loop. Mask of Fealty refunds melee on every hit/bounce (feed 1), Gambler's Dodge refunds it (feed 2, doubled near enemies), Heavy Handed returns it on melee kills (feed 3). Three feeds, one cheap ability → Withering Blade is effectively always up.
Crystals are stored AoE you detonate with the same button. A blade shatters the crystal and gives you a spread; Whisper of Fissures makes the burst bigger, re-seeding the field as it clears.
Frost Armor is free survivability the loop builds itself. Whisper of Fractures grants a stack per blade-shatter of a frozen target; Whisper of Rime extends duration + raises the cap (50% DR at 7). You shatter constantly, so DR refreshes faster than it decays.
Champions fall out of the chain. Conditional and Stasis shatter both stun Unstoppable (9.7.0 reverted shatter→Unstoppable); slow/freeze covers Overload behaviour. Cover Barrier with a Precision/Adaptive frame.
Weapons
Conditional Finality (Special) — the freeze button + Unstoppable.
Stasis primary with Headstone — precision kills plant more crystals, feeding the shatter-spread loop without spending a blade.
Champions (Anti-Champion 2.0):Unstoppable — Conditional + Stasis shatter; Overload — slow/freeze (you produce it non-stop); Barrier — a Precision/Adaptive frame on the primary.
Stats & archetypes
Priority: Melee 150+ → Health 100 → Class 60 → rest dump.
Melee is the keystone — uptime and the Gambler's refund both scale off it.
Health rides the permanent Frost Armor; Class feeds the dodge that refunds melee.
Archetypes: Skirmisher (Melee/Weapons), Brawler (Melee), Bulwark (Health), Reaver (Class/Melee). Mods: Melee Font, Heavy Handed, Stasis Surge, Recuperation, Bomber on the class item.
Picks (2/3/2):Wind Chill + Crystalline Converter — Hail The Storm + Frost Renewal + Curative Orbs — Served 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):
Wind Chill — rapid Stasis hits → Frost Armor, and hits on slowed/frozen → a Stasis Shard. Feeds DR and the shard pool in one (Conditional's Stasis barrel triggers it).
Crystalline Converter — class-ability → next Stasis-weapon kill makes a Shard — more Grim Harvest fuel off the dodge you cast anyway.
Hail The Storm — shattering frozen targets/crystals deals bonus damage + releases shards. You shatter every throw, so this scales the whole engine.
Frost Renewal — with Frost Armor, critical damage freezes nearby + grants Frost Armor — free freezes to detonate + DR top-up.
Curative Orbs — shield breaks → Orbs (the Solar barrel pops shields) → Armor Charge.
Served Cold — Stasis-shard pickup → class-ability energy → recharges Gambler's.
Rapid Stasis weapon final blows create an Orb of Power.
Hands-On3efill
Gain bonus Super energy on melee kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Kickstart1efill
When 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 Resistance1efill
Reduces incoming Stasis 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)
Stasis Weapon Surge1e
Your Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Stasis Weapon Surge1efill
Your 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)
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach1efill
Reduces 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
Shoot a target with Conditional Finality → Stasis barrel freezes it (Solar barrel chips shields/ignites).
Throw a Withering Blade into the frozen body → shatter → spread of blades → each plants crystals + refunds melee; Fissures makes the burst hit harder.
Frozen/slowed kills drop shards → Conduction pulls them in → Grim Harvest → Frost Armor; blade-shatters grant more (Fractures + Rime).
Glacier for a guaranteed cluster; Silence and Squall to freeze the room — every freeze is one more shatter-trigger for the next blade.