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Stasis

Cold Shoulder — Mask of Bakris (Stasis Hunter · PvP)

Shift-juke duelist — Crucible & Trials
Mask of Bakris on light.gg

Centerpiece: Mask of Bakris (Helmet) · Subclass: Revenant · Role: Shift-juke duelist — Crucible & Trials Sandbox: 9.7.0 · Updated 2026-06-29

The Arc "Shiftrunner" build treats Bakris as a PvE weapon-DPS rotation. This is the other half of the helmet. In Crucible the gun buff is gravy — what wins fights is the Shift itself: a 10 m teleport that makes you invisible and invulnerable for the whole animation, eating the shot that should have killed you and dropping you off the enemy's crosshair. Run it on Stasis and the dodge does a second job — Winter's Shroud slows everyone you Shift past, stamping the Stasis-debuff that hands your gun another +10%. Juke the peek, slow the dueller, delete with a buffed Stasis primary.

The exotic

Mask of Bakris (Helmet) — Light Shift: "While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy." (manifest, `exotics.md`)

Clarity — Light Shift: "Replaces Dodge with Shift if you have a Stasis or Arc Super equipped. (Does not work with Acrobat's Dodge.) Shift effectively acts as a fast horizontal teleport and has a travel distance of 10 meters. Shift renders you completely invisible (except for a trail) and invulnerable for the duration of the animation. Casting Shift grants one stack of 'Light Shift' for 11 seconds. Maximum of 3 stacks. Light Shift grants 10%|21%|33% increased Arc, Stasis, and Lord of Wolves Weapon Damage at 1|2|3 Stacks. Light Shift additionally grants 10% increased Weapon Damage against Stasis-debuffed enemies. Passive Class Ability regeneration is disabled for the duration of Light Shift. Instead, Weapon Kills grant 50?% Class Ability Energy while Light Shift is active." (`clarity_build_numbers.md`)

In PvP the headline 33% gun buff is the least of it. Bakris converts your Dodge into a Shift — a 10 m horizontal teleport during which you are completely invisible (bar a trail) and invulnerable for the whole animation. That is a reactive iframe on a class-ability cooldown: the instant a sniper centres you or a shotgunner apes in, you Shift sideways, their shot whiffs, and you reappear off their crosshair. Every Shift also stacks Light Shift (+10% / +21% / +33% Arc and Stasis weapon damage, 11 s, max 3), and a separate +10% lands on any target that is Stasis-debuffed — which, on a Stasis kit, is almost always live. While the buff is up, passive class-ability regen switches off and weapon kills refund ~50% class energy instead, so winning the duel pays for the next juke. The helmet is a juke button that also sharpens your gun, not a damage rotation.

Loadout

SlotPickWhy
SubclassRevenant (Stasis Hunter)Stasis is the identity: it keeps Bakris's Shift legal (Stasis Super) and feeds the +10%-vs-debuffed line that does the real PvP damage.
SuperSilence and SquallA Stasis Super keeps Shift online; Squall's roaming storm is a Trials zoning/freeze tool and Silence freezes a clustered push.
Class ability (= Shift)Marksman's DodgeBecomes Light Shift; Marksman's reloads, so you teleport out of danger with your buffed gun topped and ready to peek. Bakris does not work with Acrobat's Dodge.
MovementTriple JumpVertical air-control vectors compound with the horizontal Shift — together the reposition is unreadable.
MeleeWithering BladeA ricocheting Stasis shuriken that slows/freezes at range — your reach tool for stamping the Stasis-debuff before a duel begins.
GrenadeDuskfield GrenadeA thrown slow-zone: pre-debuff a lane or corner so anything inside eats your +10%, and a get-off-me against a push.
Aspect 1Winter's ShroudThe keystone — "Dodging slows nearby targets." Every Shift slows nearby enemies, so they are Stasis-debuffed for the +10% and their aim/strafe degrade mid-duel. (2 Fragment slots.)
Aspect 2Touch of WinterEnhances your Duskfield — bigger slow-field plus a Stasis crystal on impact — a more reliable debuff applicator and stronger Trials zoning. (1 Fragment slot.) Swap to Grim Harvest for the Frost Armor survivability variant.
FragmentsDurance · Hedrons · RefractionLonger slows, post-freeze handling/health, and class-ability refund on slowed/frozen kills — they stretch the debuff and keep the Shift engine turning.
Exotic armourMask of Bakris (Helmet)The centrepiece: the invuln Shift iframe + the stacking Arc/Stasis buff + the +10%-vs-debuffed line.
WeaponsStasis primary (140 HC / sidearm) · Chill Clip Stasis fusion (e.g. Riptide) · HeavyA Stasis primary rides the 33% and keeps the slow/debuff identity that powers the +10%; a Chill Clip fusion self-applies the debuff and covers the close trade the HC can't.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Weapons → Health. PvP relevance is not the PvE spread: Shift is the exotic, so Class is the single most important stat (more Class = more Shifts, more jukes, more slows, more iframes). Weapons stacks universal handling/ready/reload on the gun that finishes fights; Health buys trade forgiveness in a fast TTK without over-investing, since your real defence is the iframe plus the slow. Melee and Grenade take a light nudge to keep Withering Blade and Duskfield online; Super is the dump. Archetype lean: Specialist (Class) and Gunner (Weapons) lead, with Reaver (Class + Melee) topping up Withering Blade.

Mods:

Artifact — Slayer Baron Apothecary Satchel

Picks (2/3/2): Wind Chill + Crystalline Converter / Frost Renewal + Hail The Storm + Retinal Burn / Brain Freeze + Served Cold

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.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)Stasis Dexterity 1eFaster ready and stow speed for Stasis weapons.
Stasis Loader 3eIncreases reload speed of Stasis weapons.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (7/10)Unflinching Stasis Aim 3eReduces flinching from incoming fire while aiming a Stasis weapon.
Stasis Resistance 1e fillReduces incoming Stasis damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Stasis Holster 1eGradually reloads your stowed Stasis weapons over time.
Recuperation 1eReplenishes health 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 (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.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade 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: faster ready/stow — the snap peek out of a Shift fires first; the +10%-vs-debuffed; note Armor Charge then decays over time). - **Anti-Champion:** None — Crucible has no Champions; so this slot is free for a second utility/targeting mod. If you take the kit into matchmade PvE; bring the breaker the seasonal artifact provides for your loadout.