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Stasis

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

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

Anchor: Mask of Bakris · Subclass: Revenant · Role: Shift-juke duelist — Crucible & Trials Sandbox: 9.7.0 · Built 2026-06-27 · PvP (6v6 + Trials/Comp)

The Arc "Shiftrunner" doc treats Bakris as a PvE weapon-DPS rotation. This is the other half of the helmet. In Crucible the 33% 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 reappearing off the enemy's crosshair. Run it on Stasis and the teleport does a second job — Winter's Shroud slows everyone you Shift past, stamping them with the Stasis-debuff that adds another +10% to your gun. Juke the peek, slow the dueller, delete with a buffed Stasis primary. The dodge is the whole build.

Loadout

SlotPickWhy
SuperSilence and Squall (Stasis — required class of Super)Bakris only grants Shift with a Stasis or Arc Super equipped. Stasis keeps the identity; Squall's roaming storm is a Trials zoning/freeze tool.
Class ability (= Shift)Marksman's DodgeBecomes Light Shift. Marksman's reloads — you teleport out of danger with your buffed gun topped up, ready to peek. (Bakris does not work with Acrobat's Dodge — Clarity.)
MovementTriple JumpAir-control vectors that compound with the horizontal Shift — the two together make your reposition unreadable.
MeleeWithering BladeA ricocheting Stasis shuriken that slows/freezes at range — your reach tool for stamping the Stasis-debuff before a duel even starts.
GrenadeDuskfieldA thrown slow-zone — pre-debuff a lane/corner so anything inside eats your +10%, and a get-off-me against a push.
Aspect 1Winter's Shroud"Dodging slows nearby targets."The keystone. Every Shift slows nearby enemies → they're now Stasis-debuffed → Bakris adds +10%, and their aim/movement degrades mid-duel. Movement is the debuff. (2 Fragment slots.)
Aspect 2Touch of Winterenhanced Stasis grenadesMakes Duskfield larger and pull targets in — a far more reliable Stasis-debuff applicator and a stronger Trials zoning tool. (1 Fragment slot.) Swap → Grim Harvest for the survivability variant (below).

Fragments (3):

Survivability swap: run Grim Harvest over Touch of Winter (frozen/slowed kills drop shards → melee energy to re-arm Withering Blade, and a Frost Armor DR layer — see Notes) and add Whisper of Rime (Frost Armor duration + max stacks) as a 4th fragment for a real damage-resistance net between duels.

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`)

What it actually does in PvP (Clarity — "Light Shift"):

In a duel you usually fire at x1 (10%) or x2 (21%), not x3 — pre-stacking three Shifts around a corner is for the set-piece peek. The reliable damage edge most fights is the +10% vs Stasis-debuffed from your own slow, not the headline 33%. Frame the helmet as a juke button that also sharpens your gun, not a damage rotation.

Weapons (the loadout)

Ride the buff with a Stasis primary (Stasis weapons get the 33%, and a Stasis primary keeps the slow/debuff identity that powers the +10%):

Stats (PvP)

Six-stat Armor 3.0 — and PvP relevance is not the PvE spread:

Archetypes to chase: Specialist (Class) and Gunner (Weapons) lead; Reaver (Class+Melee) tops up Withering Blade. Optimiser target for a Class>Weapons lean: Class 200 / Weapons 130 / rest ~30, shift points to taste toward Health. Mods: Targeting + Loader + Unflinching for the primary, Dexterity for ready, Utility Kickstart to claw Shift back faster.

How to duel (the neutral game)

6v6 vs Trials

Notes

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 (8/10)Weapon Loader (faster reload) 3e
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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
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 1e fillYour Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
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: **Dexterity** for ready.