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Stasis

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

Withering-Blade shatter engine — a guaranteed-freeze shotgun turns every Conditional Finality shot into a blade-spread trigger, with intrinsic Unstoppable baked in
Mask of Fealty on light.gg

Centerpiece: Mask of Fealty (Helmet) · Subclass: Revenant (Stasis) · Role: Withering-Blade shatter engine — a guaranteed-freeze shotgun turns every Conditional Finality shot into a blade-spread trigger, with intrinsic Unstoppable baked in Sandbox: 9.7.0 · Updated 2026-07-03

Mask of Fealty turns a frozen target into a button: shatter it with a Withering Blade and a whole fan of blades comes back. The only hard part is manufacturing freezes on demand — and Conditional Finality's Stasis barrel does exactly that. So you freeze with the shotgun, shatter with a blade, get a spread, plant crystals, stack Frost Armour, and do it again. The shotgun is the trigger the loop was missing.

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 — every hit and bounce refunds melee energy (7.5% per hit) and the 1st and 3rd bounces each drop a small Stasis crystal, so a single throw litters the floor with shatter fuel. Clause two turns those crystals — and any frozen body — into a spread of three Withering Blades when you shatter them with a blade. Throw, get a crystal and a refund; throw into that crystal or a frozen target, shatter, fan of three blades, each of which makes more crystals and refunds more melee. It compounds as long as there is something frozen or crystalline nearby, which is precisely the gap Conditional Finality fills.

Loadout

SlotPickWhy
SubclassRevenant (Stasis)Freeze, shatter, crystals and Frost Armour are all Stasis verbs — the only element Mask of Fealty and the whole loop key off.
SuperSilence and SquallTwo Stasis kamas thrown in sequence; the roaming squall freezes and shatters continuously, and every freeze it lands is one more Mask of Fealty shatter-trigger.
Class abilityGambler's DodgeRefunds melee energy (doubled near enemies) to reload Withering Blade, and Winter's Shroud slows nearby targets on the dodge.
MovementTriple JumpAerial control to reposition over the crystal field and line up blade throws into frozen bodies.
MeleeWithering BladeMandatory — the bouncing Stasis shuriken the exotic is built entirely around.
GrenadeGlacierA guaranteed crystal cluster to shatter for the spread; Touch of Winter spawns extra crystals off it.
Aspect 1Grim HarvestPicking up Stasis shards grants stacks of Frost Armour — free damage resistance the shatter loop feeds constantly.
Aspect 2Touch of WinterEnhances Glacier (and other Stasis grenades) with extra crystals — more shatter fuel per grenade. (Shatterdive is the aggressive alt.)
FragmentsRime · Fissures · Shards · Conduction · FracturesFrost Armour backbone, bigger shatter bursts, grenade regen, shard funnelling and melee-shatter DR — see below.
Exotic armourMask of Fealty (Helmet)The centerpiece — makes Withering Blade self-funding and turns crystals/frozen targets into a blade spread.
WeaponsConditional Finality (Special) + Stasis primary w/ Headstone + a Barrier-breaking primaryConditional is the on-demand freeze and Unstoppable; a Headstone primary plants crystals on precision kills without spending a blade.
Fragments

Why it works (the mechanics)

Stats & mods

Melee 200 → Health → Class. Melee is the keystone — it drives both Withering Blade uptime and the size of Gambler's refund; Health rides the near-permanent Frost Armour, and Class feeds the dodge that reloads the melee. Archetype lean: Skirmisher (Melee/Weapons) with a Bulwark (Health) tilt for endgame.

Mods:

Artifact — Slayer Baron Apothecary Satchel

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)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Stasis Resistance 1e fillReduces incoming Stasis 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 1eYour 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
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). Flex/loadout-dependent: grenade energy on Orb pickup.