A Stasis beam that slows on every kill and freezes the moment you dump a full Super into it. Pair it with Mask of Bakris — shift, and the beam gains a stacking Stasis damage bonus while every kill refunds the dodge — and run Grim Harvest so the beam's own kills print shards that wrap you in Frost Armor. In 9.7.0 Stasis shatter stuns Unstoppable, so this beam is now its own champion answer.
The weapon
Ager's Call (intrinsic):"Final blows with this weapon generate a slowing burst around the defeated target."
Catalyst — Will Given Form:"[Alternate Weapon Action]: Drain Super energy, overflowing the magazine and empowering the beam with bonus damage and the ability to slow and freeze targets until the magazine or Super energy runs out, or the weapon is stowed. Can only be activated when Super energy is full."
The base gun is a continuous 1000-RPM Stasis beam whose every final blow drops a slowing burst — passive, free crowd control on every kill, no grenade spent. The catalyst (usable only at full Super) drains the Super bar to overflow the magazine and turn the beam into a bonus-damage laser that freezes outright, and keeps freezing until the mag or the Super energy empties. You are trading "press Super for a burst" for "hold a freeze-laser that lasts your whole Super bar," which is exactly what an add-clear weapon wants — you keep firing instead of animation-locking into a cast. Frozen targets then shatter, and the whole Stasis loadout below exists to convert that one freeze into shards, Frost Armor, and a champion stun.
Squall's roaming storm slows and freezes a whole room — free freeze fuel to shatter, and the catalyst spends this Super's energy.
Class ability
Gambler's Dodge
Bakris turns the dodge into a cloaking shift that arms the Stasis damage buff; beam kills refund the class-ability energy.
Movement
Strafe Jump
Tightest mid-air control for repositioning the beam and lining up the next shift.
Melee
Withering Blade
Ricocheting shuriken slows and can freeze — more targets to shatter and to trigger Grim Harvest.
Grenade
Duskfield
Pulls a pack into one spot and slows it, setting up the beam's freeze and mass shatter.
Aspect 1
Grim Harvest
Picking up Stasis shards grants Frost Armor; with Frost Armor up, Stasis/Kinetic kills may shatter — the beam slows everything, so this prints shards constantly.
Aspect 2
Winter's Shroud
Dodging slows nearby targets and briefly boosts class-ability regen — chains into Bakris shifts and feeds Grim Harvest.
Shift cloaks you and arms a stacking Stasis weapon-damage buff on Ager's; buffed kills refund the dodge — a closed loop the beam never falls out of.
Weapons
Primary (any Kinetic/Energy) + Stasis Heavy (MG or GL)
Primary covers red-bar trickle while the beam is on ammo cooldown; a Stasis Heavy inherits the Bakris buff and Stasis Surge for boss burst.
Fragments
Whisper of RimeFrost Armor duration + max stacks — the survivability core
Whisper of Fissuresbigger shatter burst — the beam freezes, this clears the room
Whisper of Hedronslarge weapon-stat spike after a freeze — near-permanent aim assist/stability on Ager's
Whisper of Conductionloose Stasis shards track to you — keeps Grim Harvest's Frost Armor topped without chasing pickups
Why it works (the mechanics)
The beam is a slow-engine, and slow is the whole build's trigger. Every Ager's final blow drops a slowing burst (Ager's Call). Slowed targets are freeze-bait for the catalyst and Withering Blade, and slowed kills chain into Grim Harvest's shard economy — one weapon does the crowd-control work that normally costs a grenade.
The catalyst turns Super into a freeze-laser, not a cast. With a full Super, Will Given Form overflows the magazine and makes the beam freeze for bonus damage until the mag or Super drains. You spend Super energy rather than an animation-locked Super, so you keep clearing while frozen targets pile up as shatter-bait.
Stasis shatter stuns Unstoppable (9.7.0). Freeze with the catalyst beam (or Squall, or Withering Blade) then shatter, and the stun rides the shatter itself. This weapon carries its own Unstoppable coverage without spending a mod slot or an archetype pick on it.
Mask of Bakris is a self-sustaining damage loop. Shift cloaks you and stacks a Stasis weapon-damage buff on Ager's (10/21/33% at x1/2/3 per Clarity); final blows with the buff active refund class-ability energy, and passive regen is replaced by weapon-kill regen during the shift window. Winter's Shroud's regen bump keeps the dodge charged, so the buff almost never lapses.
The 9.7.0 Harvest rework makes Frost Armor passive. Grim Harvest grants Frost Armor on shard pickup, and while you hold Frost Armor your Stasis/Kinetic kills can shatter on their own; Whisper of Rime extends the armour. The beam slows, kills, prints shards, and you stand in stacked damage resistance for free while clearing.
Whisper of Hedrons rides the freeze. Freezing grants a large weapon-stat spike (stability, aim assist, and more). A freeze-laser that freezes on a near-loop keeps Hedrons up almost permanently — the beam literally buffs its own handling as it fires.
Stats & mods
Weapons 200 → Class → Health. Weapons is straight PvE damage onto the beam (and matters more after the trace-rifle buff); Class fuels the Bakris and Winter's Shroud dodge economy; Health is the dump stat because Frost Armor plus the Bakris cloak already carry survivability. Lean into the Weapons/Class archetype rolls and let font/mod headroom cover the rest.
Mods:
Boots: Stasis Weapon Surge ×2 (Stasis damage onto Ager's and the Stasis Heavy, stacking with the Bakris buff) · Innervation/Recuperation for shard-light moments.
Chest: elemental resistances (flat DR layered under Frost Armor).
Class item: Powerful Attraction (dodge vacuums shards/orbs — instant Frost Armor on every shift) · Bomber/Outreach for ability regen.
Surge: Stasis Surge — the whole damage kit is Stasis (beam, catalyst freeze, Heavy).
Anti-Champion: none needed for Unstoppable (Stasis shatter covers it intrinsically); slot Overload/Anti-Barrier on the primary or Heavy if the activity demands them.
Artifact — Slayer Baron Apothecary Satchel
The Stasis artifact, built for this exact loop: it converts the beam's constant slow and freeze into Frost Armor and Stasis shards, then makes the shatter hit harder — amplifying every verb the build already runs. Unstoppable is covered intrinsically by Stasis shatter, so the picks pour into the Frost Armor / shard / Orb economy instead of champion mods.
Wind Chill grants Frost Armor and spawns Stasis shards off slowed/frozen targets on Stasis weapon hits — the beam prints both at once.
Crystalline Converter makes your next Stasis weapon kill after a dodge spawn a Stasis shard, tying shards into the Bakris/Winter's Shroud dodge economy.
Frost Renewal releases a freezing burst and refreshes armour when you take crit damage with Frost Armor up, doubling the survivability core.
Hail The Storm makes shatter deal increased damage and release shards, amplifying the central freeze-to-shatter clear.
Curative Orbs makes shield breaks spawn Orbs of Power, paying off the build's constant Stasis kills.
Brain Freeze makes frozen targets emit chilling fog that slows nearby foes, extending the slow/freeze chain.
Served Cold grants class-ability energy on Stasis shard pickup — the shards you print refund the dodge the whole Bakris loop runs on.
Where it shines
GMs and −power add control: a freeze-laser that slows on every kill, drops Frost Armor passively, and clears packs with bigger shatter bursts (Whisper of Fissures) is a premier survival-clear tool.
Boss/miniboss burst: shift (Bakris Stasis buff) + Stasis Surge ×2 + a Stasis Heavy stacks multiple Stasis multipliers; the catalyst beam's bonus damage adds on top during a freeze.
Survival content (solo/duo): stacked Frost Armor DR + Bakris cloak + permanent slow on everything you shoot makes this a defensive anchor, not just a clear gun.
Champion coverage: Unstoppable is handled intrinsically via Stasis shatter (freeze → shatter). Ager's has no intrinsic champion breaker of its own, so bring a primary/Heavy of the right archetype or artifact anti-champ mods to cover Barrier and Overload.
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 (6/10)
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.
Fastball1efill
Increases grenade throw distance.
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 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)
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
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). Flex/loadout-dependent: catalyst freeze; Heavy). - **Anti-Champion:** none needed for Unstoppable (Stasis shatter covers it intrinsically); slot Overload/Anti-Barrier on the primary or Heavy if the activity demands them.