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
Slot
Pick
Why
Super
Silence 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 Dodge
Becomes 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.)
Movement
Triple Jump
Air-control vectors that compound with the horizontal Shift — the two together make your reposition unreadable.
Melee
Withering Blade
A ricocheting Stasis shuriken that slows/freezes at range — your reach tool for stamping the Stasis-debuff before a duel even starts.
Grenade
Duskfield
A thrown slow-zone — pre-debuff a lane/corner so anything inside eats your +10%, and a get-off-me against a push.
Aspect 1
Winter'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 2
Touch of Winter — enhanced Stasis grenades
Makes 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):
Whisper of Durance — slow you apply lasts longer. Stretches the Winter's-Shroud / Duskfield / Withering-Blade debuff window, so the Bakris +10% (and the enemy's sluggishness) lingers through the kill. (+10 Melee → more Withering Blade.)
Whisper of Hedrons — weapon handling + health after freezing with Stasis. A freeze (Withering Blade / Squall) snaps your ADS and ready speed up right as you go for the shot.
Whisper of Refraction — defeating slowed/frozen targets grants class ability energy. Every slowed kill refunds your Shift — the build's engine, kept turning without relying on the in-Shift kill-refund alone.
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"):
Shift = a 10 m horizontal teleport. You are completely invisible (bar a trail) and invulnerable for the whole animation. This is the value in Crucible: it's a reactive iframe that eats a sniper round, a shotgun blast, or an incoming burst, and drops you off the enemy's crosshair 10 m away.
Stacking gun buff:10% / 21% / 33% increased Arc, Stasis (+ Lord of Wolves) weapon damage at 1 / 2 / 3 stacks, each Shift = one stack, 11 s duration, max 3. Stacks with all other buff sources (surges, etc.).
+10% weapon damage vs Stasis-debuffed enemies — a separate line on top. This is why the build runs Stasis: Winter's Shroud / Withering Blade / Duskfield keep enemies slowed, so the +10% is almost always live.
Class-ability economy while Light Shift is up: passive class-ability regen is disabled during the buff; instead weapon kills grant ~50% class energy. So winning the duel refunds your next Shift — juke → kill → juke.
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%):
Stasis primary (the core), by archetype: - Stasis 140 HC — the canonical Hunter dueller; slow, precise, rewards the clean post-Shift peek. (Element/roll verify-flag the exact gun.) - Stasis sidearm / SMG — for the slide-and-aper playstyle the Shift's reposition sets up. - Exotic on-theme option: Cryosthesia 77K — a Stasis sidearm that freezes on a charged shot (self-applies the Stasis-debuff → +10%, and rides the 33% as a Stasis weapon). Legal alongside Bakris (one exotic armour + one exotic weapon). (Verify ammo/slot.)
Special — Stasis, so it also rides the 33%: a Stasis Aggressive-frame fusion with Chill Clip (e.g. Riptide) is the ideal partner — Chill Clip slows/freezes (more Stasis-debuff → +10%), it's a Stasis weapon (gets the 33%), and it covers the close-range trade the HC can't. (Verify the Chill Clip roll.) A Stasis shotgun/sniper works too; a non-Stasis/Arc special gets the iframe and the slow but not the 33%.
Arc alternative: Bakris buffs Arc too, so an Arc primary also gets the 33% — but you lose the +10%-vs-debuffed identity and the slow-as-defence layer. Take Arc only if you shoot a specific Arc gun far better; otherwise stay Stasis.
Stats (PvP)
Six-stat Armor 3.0 — and PvP relevance is not the PvE spread:
Class (push high, ~150–200): the single most important stat here, because Shift is the exotic. More Class = more Shifts per life = more jukes, more slows, more iframes. (Note: while Light Shift is active, passive regen is off and only weapon kills refund it — high Class governs the base cooldown between buff windows.)
Weapons (high, ~130–150): universal handling / ready / reload stacked on the gun. A build that finishes fights with the primary wants this near the top. (Weapons wasn't re-statted in 9.7.0 — the armour stat stacks on top.)
Health (moderate, ~70–100): PvP TTK is fast; Health buys trade forgiveness. Don't max it — your real defence is the iframe + the slow — but don't dump it either (no Devour/overshield net under you unless you run the Grim Harvest variant's Frost Armor).
Melee / Grenade (light nudge): a little of each keeps Withering Blade and Duskfield — your two slow applicators — online more often. Super = dump.
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)
Shift to break their aim. The instant a duel turns against you — a sniper centres you, a shotgunner apes in — Shift sideways. The animation is invuln + invis: their shot whiffs, and you reappear 10 m off their crosshair. The trade they thought they'd won is gone.
Shift into the peek. Pre-stack a Shift behind cover (11 s window) so you arrive already at x1–x2, then peek and fire the buffed gun. The buff is live before you're ever exposed.
The slow is the advantage. Shift toward or past a dueller → Winter's Shroud slows them → their strafe and aim go sluggish and they're now Stasis-debuffed for your +10%. You're faster, they're slower, your gun hits harder — the duel is decided before the gunplay.
Stamp the debuff first. Withering Blade out to range or a Duskfield on the corner pre-slows the fight, so the +10% is live the moment you commit.
The kill refunds the juke. Winning the duel while Light Shift is up returns class energy (weapon kills, ~50%) — so it chains: Shift → slow → kill → Shift again.
1vX = disengage, not heroics. Shift to break line-of-sight (invis trail, 10 m of distance), drop a Duskfield / Withering Blade behind you to slow the chasers, and reset the angle. If you turn to fight, they're slowed and Stasis-debuffed — your +10% rewards the re-peek.
6v6 vs Trials
6v6 (Control/Clash/IB): chaos favours you — Winter's Shroud slows multiple bodies per Shift, so more targets are debuffed for your +10%, and the Shift is a clean escape when a lane collapses. You also have the seasonal artifact here: lean into the Stasis-surge / weapon-loader / unflinching / class-ability-regen flavoured perks that sharpen the gun and shorten the Shift cooldown (champions are irrelevant in Crucible — ignore the breaker rows). Play aggressive: there's always another body to slow.
Trials / Comp:no artifact, so tighten everything the artifact would've papered over — push Class and Weapons harder, and treat the Shift as a disengage first (the iframe to survive a coordinated trade) and an aggression tool second. Coordinate Duskfield + Squall zoning with your team for revive denial and lane lockdown, and mind the 11 s buff clock — re-Shift to refresh before a planned push so the gun is hot when you peek. One clean iframe out of a lost 1v1 is often worth more than the damage stack.
Notes
Clarity "Light Shift" (exact, used above): Shift = 10 m teleport; invisible + invulnerable for the animation; buff 10/21/33% Arc/Stasis(+Lord of Wolves) at x1/2/3, 11 s, max 3 stacks, stacks with all other sources; +10% vs Stasis-debuffed; passive class regen disabled during the buff, weapon kills grant ~50% class energy instead. The 50% carries a "?" in Clarity — treat as approximate.
+10%-vs-debuffed element-gating: Clarity lists it as a separate "increased Weapon Damage against Stasis-debuffed enemies" line; whether it is element-gated to Arc/Stasis like the main stack, or applies to any weapon, is not stated — verify in-game. (Either way a Stasis primary qualifies.)
Acrobat's Dodge does NOT trigger Shift (Clarity) — use Marksman's or Gambler's Dodge only. Gambler's is the alt if you'd rather get Withering Blade back near a target for more slow; the proximity check after a 10 m teleport is unverified — spot-check the refund in-game.
Grim Harvest text discrepancy: the project's knowledge doc has it as frozen/slowed kills → shards → melee energy (2 fragment slots); the manifest dump (`aspects.md`) attributes the Frost Armor on shard pickup text to it (shared "Harvest"-family wording). Treat the melee-energy effect as certain and the Frost Armor DR as a verify-flag — it's the basis of the survivability variant + Whisper of Rime, so confirm before relying on the DR.
Whisper of Chains is NOT a DR fragment here: the manifest text in `fragments.md` reads "Defeating targets while you have Frost Armor has a chance to create a Stasis shard" — not the classic near-frozen damage resistance. The DR in this kit comes from Frost Armor itself (Grim Harvest variant + Whisper of Rime); exact PvP Frost Armor DR % isn't in Clarity — verify.
Tooling note: `synergy.py --item "Mask of Bakris"` (and `"Light Shift"`) returns not found — exotic-armour intrinsics aren't indexed by that lookup. The intrinsic is catalogued in `docs/encyclopedia/exotic_intrinsics.md` (Bakris → Light Shift → Dodge/class ability) and the numbers come from `clarity_lookup.py "Mask of Bakris"`.
Manifest-verbatim text quoted for the exotic (`exotics.md`), Winter's Shroud / Touch of Winter / Grim Harvest (`aspects.md`), and the Whisper fragments (`fragments.md`). Super/melee descriptions from `docs/knowledge/subclasses_and_aspects.md` (Revenant).
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.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Weapon Loader (faster reload)3e
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
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 Surge1efill
Your Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Better Already1efill
Your health begins to regenerate immediately after picking up an Orb of Power.
Class Item (5/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces 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.