You are the coldest thing on the field. Sprint between packs and Frost Armour builds itself; stick a Shatter Grenade into a group and the whole cluster freezes, shatters, and coughs up shards that top your armour back up. Silence flash-freezes the room, Squall's storm chases the survivors, and your Stasis guns hit harder the whole time because you never stopped being frozen-over. The freezer aisle is the safest place in the game.
The exotic
Rapid Cooldown: Increases grenade, melee, and dodge regeneration while sprinting.
Gain stacks of Frost Armor while sprinting. When you have Frost Armor, Stasis weapons deal additional damage.
Fr0st-EE5 turns movement into two resources at once. Sprinting regenerates your grenade, melee and dodge — so you are never far from another Shatter Grenade or Withering Blade — and it stacks Frost Armour just for running between engagements. Frost Armour is a stacking damage-resistance buff, and while you hold any of it your Stasis weapons deal bonus damage. That is the double-dip: the same sprint that keeps you alive also buffs your guns, and the whole Revenant kit already showers you with Stasis shards that refresh Frost Armour faster than it decays. It is a passive, always-on engine — you do not spend anything to keep it running.
Two Stasis kamas: Silence flash-freezes a group, Squall drops a slowing/damaging storm on the survivors.
Class ability
Gambler's Dodge
Refunds your melee on a dodge and, via Winter's Shroud, slows nearby targets while boosting class regen.
Movement
Triple Jump
Extra mid-air resets to line up Silence throws and reach crystals to shatter.
Melee
Withering Blade
Bouncing shuriken that slows on hit — cheap Slow stacks toward a freeze.
Grenade
Shatter Grenade
Sticky shrapnel that instantly shatters frozen targets; Touch of Winter enhances it.
Aspect 1
Touch of Winter
Enhances Glacier, Duskfield, Coldsnap and Shatter grenades — improves the grenade you throw most.
Aspect 2
Grim Harvest
Picking up Stasis shards grants Frost Armour, and with Frost Armour your Stasis/Kinetic kills can chain-shatter.
Fragments
Rime · Chains · Shards · Conduction
Cap and hold Frost Armour, generate shards on kills, refund grenade on shatter, pull shards to you.
Exotic armour
Fr0st-EE5 (Legs)
Sprint stacks Frost Armour and buffs Stasis weapon damage — the always-on core.
Weapons
Stasis primary w/ Headstone + Chill Clip special
Headstone plants crystals to shatter into shards; Chill Clip gives slow/freeze on demand.
Fragments
Whisper of Rimeincreased Frost Armour duration and max stacks
Whisper of Chainsdefeating targets with Frost Armour may create a Stasis shard
Whisper of Shardsshattering a crystal boosts grenade recharge
Whisper of Conductionnearby Stasis shards track to you
Why it works (the mechanics)
Frost Armour is upkeep, not burst. The buff decays one stack at a time, so a build that refreshes it wins where a build that only spikes it loses. Fr0st-EE5's sprint stacks plus a constant drizzle of Stasis shards (Grim Harvest, Chains, Crystalline Converter) top the meter faster than it drains, so you sit at a high stack count — and therefore high damage resistance — permanently.
One resource pays out twice. Every Frost Armour stack that keeps you alive is also, via Fr0st-EE5, a Stasis-weapon damage bonus. You do not choose between offence and defence — the same sprint that raises your DR raises your gun damage, which is why this exotic punches above its reputation.
Slow is a threshold currency. Withering Blade, Winter's Shroud and Squall all apply Slow; enough Slow stacks freeze a target, and a frozen target takes Shatter damage. Touch of Winter enhances the Shatter Grenade so it stunlocks a frozen pack, and the shatter itself is your damage payoff — crowd control and killing are the same button press.
Crystals are stored AoE you already own. Headstone kills and Touch of Winter grenades leave Stasis crystals; Hail The Storm makes shattering them deal more damage and spit out slowing shards. Whisper of Conduction rakes those shards into you, Grim Harvest converts them to Frost Armour, and Whisper of Shards refunds grenade energy on the shatter — one crystal is a grenade you didn't spend.
The loop closes on the artifact. Wind Chill turns rapid Stasis hits into Frost Armour and turns hits on slowed/frozen targets into shards; Served Cold turns shard pickups into class-ability energy, refunding Gambler's Dodge and its Winter's Shroud slow. Shards feed armour, armour feeds damage, kills feed shards — the artifact seals the circle end to end.
Champions fall out of the same chain. Because your crowd control produces freezes and shatters constantly, the Stasis shatter that stuns Unstoppable is a by-product of playing normally rather than a separate rotation you have to remember.
Stats & mods
Grenade 200 → Class → Health. Lean Demolitionist/Bomber — grenade uptime is the whole engine, class ability is your slow-and-refund lever, and Health rounds out the survival floor that Frost Armour already props up.
Mods:
Boots: Stasis Weapon Surge ×2 (or Recuperation for orb-to-health topups).
Arms: Grenade Kickstart — refund a chunk of grenade energy on empty, feeding Shatter Grenade uptime.
Chest: Concussive Dampener / resist mods stacked on top of Frost Armour's DR.
Class item: Bomber (grenade energy on dodge) + Reaper for orb generation.
Surge: Stasis Surge to compound Fr0st-EE5's Stasis-weapon damage bonus.
Anti-Champion: Unstoppable is covered intrinsically by Stasis shatter; slot weapon anti-Champion mods (or bring the frames below) for Barrier/Overload.
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 — it feeds both halves of the loop and removes any need for precision.
Crystalline Converter spawns a Stasis Shard on your next Stasis final blow after a class ability, and stacking it turns your next powered melee into crystals — extra shard fuel for Grim Harvest's Frost Armour.
Hail The Storm makes crystal and frozen shatters deal more damage and release slowing ice shards — the stored-AoE payoff this whole build is built to farm.
Frost Renewal turns taking critical damage while you have Frost Armour into a freezing burst that also refreshes your Frost Armour — a survival-into-crowd-control panic button.
Curative Orbs creates an Orb of Power on the first shield break and heals you on elemental/orb pickups — the build's orb and topup payoff.
Brain Freeze wraps frozen targets in slowing fog, and Served Cold turns Stasis Shard pickups into class-ability energy — together they extend the Slow chain and refund Gambler's Dodge so the loop never stalls.
Where it shines
Endgame survival content (GMs, master Lost Sectors, Legend/expert activities) where permanent damage resistance plus freezes-on-demand let you hold ground a squishier Hunter can't.
Add-dense crowd control — dungeon and raid clear rooms where one Shatter Grenade freezes a pack and Squall mops the stragglers.
Solo play where the self-sufficient shard-to-armour loop means you never rely on team buffs to stay topped up.
Champion coverage: breaks Unstoppable intrinsically through Stasis shatter (Shatter Grenade on impact into a frozen target). Bring anti-Barrier and anti-Overload weapon frames or mods for the other two.
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)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Impact Induction2efill
Causing damage with a powered melee attack reduces your grenade cooldown.
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)
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.
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.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
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.
Powerful Attraction2efill
Automatically collects nearby Orbs of Power when you activate 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).