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
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
Slot
Pick
Why
Subclass
Revenant (Stasis)
Freeze, shatter, crystals and Frost Armour are all Stasis verbs — the only element Mask of Fealty and the whole loop key off.
Super
Silence and Squall
Two 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 ability
Gambler's Dodge
Refunds melee energy (doubled near enemies) to reload Withering Blade, and Winter's Shroud slows nearby targets on the dodge.
Movement
Triple Jump
Aerial control to reposition over the crystal field and line up blade throws into frozen bodies.
Melee
Withering Blade
Mandatory — the bouncing Stasis shuriken the exotic is built entirely around.
Grenade
Glacier
A guaranteed crystal cluster to shatter for the spread; Touch of Winter spawns extra crystals off it.
Aspect 1
Grim Harvest
Picking up Stasis shards grants stacks of Frost Armour — free damage resistance the shatter loop feeds constantly.
Aspect 2
Touch of Winter
Enhances Glacier (and other Stasis grenades) with extra crystals — more shatter fuel per grenade. (Shatterdive is the aggressive alt.)
Fragments
Rime · Fissures · Shards · Conduction · Fractures
Frost Armour backbone, bigger shatter bursts, grenade regen, shard funnelling and melee-shatter DR — see below.
Exotic armour
Mask of Fealty (Helmet)
The centerpiece — makes Withering Blade self-funding and turns crystals/frozen targets into a blade spread.
Conditional is the on-demand freeze and Unstoppable; a Headstone primary plants crystals on precision kills without spending a blade.
Fragments
Whisper of RimeFrost Armour duration + max stacks
Whisper of Fissuresbigger shatter burst → bigger blade-spread
Whisper of Shardscrystal shatter → grenade regen
Whisper of Conductionnearby Stasis shards track to you
Whisper of Fracturesmelee-shatter of a frozen target → a Frost Armour stack
Why it works (the mechanics)
Conditional manufactures the shatter-trigger on demand. Mask of Fealty's payoff needs a crystal or a frozen target within reach; when the field runs dry, one shot of Conditional Finality's Stasis barrel freezes whatever you hit, and a blade into that frozen body is an instant spread of three. The two exotics hand off cleanly — shotgun freezes, blade shatters — so the loop never stalls for lack of fuel.
The melee economy is a closed loop. Mask of Fealty refunds 7.5% melee energy on every Withering Blade hit and bounce (feed one), Gambler's Dodge refunds melee on activation and doubles it near enemies (feed two), and Heavy Handed returns it on melee kills (feed three). Three feeds into one cheap ability means Withering Blade is effectively always up.
Crystals are stored AoE you detonate with the same button. The 1st and 3rd bounces of each throw drop small crystals; a blade shatters them for the spread, and Whisper of Fissures increases the damage and size of that Stasis burst — so clearing the field also re-seeds it and does bigger burst damage each cycle.
Frost Armour is free survivability the loop builds itself. Grim Harvest grants Frost Armour on shard pickup and Whisper of Fractures grants a stack on every melee-shatter of a frozen target — and your blade shatters are melee. Whisper of Rime raises the ceiling to 8 stacks and 13 seconds, so with constant shattering the DR refreshes faster than it decays.
The grenade refills the crystal-maker. Whisper of Shards gives a large grenade-recharge boost (500%) for several seconds each time you shatter a crystal — which you do every throw — so Glacier comes back fast, and Touch of Winter makes each Glacier drop extra crystals. The grenade that seeds the field is powered by shattering the field.
Champions fall out of the chain. Conditional Finality stuns Unstoppable intrinsically and Stasis shatter also stuns Unstoppable (9.7.0 revert); the constant slow/freeze covers Overload behaviour. Only Barrier needs a dedicated answer on a primary.
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:
Boots: Recuperation + Innervation — health and grenade energy on Orb pickup, both of which the shatter loop produces.
Arms: Heavy Handed + Melee Font — melee energy on melee kills plus a burst of Melee on Orb pickup, tightening the blade economy.
Chest: Stasis resist mods sized to the activity (Concussive Dampener for AoE-heavy rooms).
Class item: Bomber + Reaper — dodge feeds grenade energy, and dodging spawns an Orb to power the mod chain.
Surge: Stasis Surge — the whole kit's outgoing damage is Stasis.
Anti-Champion: Unstoppable is intrinsic (Conditional + Stasis shatter); slot an Overload or Anti-Barrier primary mod only if the artifact/weapon doesn't already cover Barrier.
Wind Chill grants a stack of Frost Armour on rapid Stasis-weapon hits, and hits against slowed or frozen targets also create a Stasis Shard — Conditional's Stasis barrel triggers both, feeding DR and the shard pool at once.
Crystalline Converter makes your next Stasis-weapon final blow after a class ability create a Stasis Shard, then banks stacks that make your next powered Stasis melee spawn extra crystals — more Grim Harvest fuel and more shatter targets off the dodge you cast anyway.
Hail The Storm increases shatter damage on frozen targets and crystals and releases slowing shards when crystals break — you shatter every throw, so it scales the entire engine and widens the slow field.
Frost Renewal freezes nearby combatants and grants Frost Armour when you take critical damage while armoured — free freezes to detonate plus a DR top-up exactly when you're under pressure.
Curative Orbs turns your first shield break into an Orb of Power (Conditional's Solar barrel pops shields) and heals you off pickups — Armour Charge and sustain from a verb the kit already produces.
Served Cold refunds class-ability energy on Stasis-shard pickup, recharging Gambler's Dodge — the ability the whole melee loop leans on.
Brain Freeze wraps frozen combatants in chilling fog that slows nearby enemies, widening the freeze/slow field so more targets are shatter-ready for the next blade.
Where it shines
Add-dense PvE (strikes, Nightfalls, GMs): a frozen room is a room full of shatter-triggers; one Conditional shot into a pack chains into blade spreads, crystal shatters and stacking Frost Armour.
Sustained survival content: near-permanent Frost Armour (Rime cap 8) plus constant slow/freeze makes this durable without giving up offence.
Champion coverage: breaks Unstoppable intrinsically (Conditional Finality and Stasis shatter both stun it) and controls Overload through non-stop slow/freeze; bring a Barrier primary mod for the one it can't cover.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Stasis Siphon1efill
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)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Stasis Resistance1efill
Reduces incoming Stasis damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
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.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
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). Flex/loadout-dependent: grenade energy on Orb pickup.