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Stasis

Ager's Scepter — Cold Snap (Stasis Hunter)

Freeze-and-shatter add control + intrinsic Unstoppable stun
Ager's Scepter on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Stasis · Special · 1000 RPM · No intrinsic champion

Centerpiece: Ager's Scepter (Trace Rifle · Special · Stasis) · Subclass: Revenant · Role: Freeze-and-shatter add control + intrinsic Unstoppable stun Sandbox: 9.7.0 · Updated 2026-07-03

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.

Loadout

SlotPickWhy
SubclassRevenant (Stasis Hunter)Native slow/freeze/shatter + Frost Armor — everything the beam already does, amplified.
SuperSilence and SquallSquall's roaming storm slows and freezes a whole room — free freeze fuel to shatter, and the catalyst spends this Super's energy.
Class abilityGambler's DodgeBakris turns the dodge into a cloaking shift that arms the Stasis damage buff; beam kills refund the class-ability energy.
MovementStrafe JumpTightest mid-air control for repositioning the beam and lining up the next shift.
MeleeWithering BladeRicocheting shuriken slows and can freeze — more targets to shatter and to trigger Grim Harvest.
GrenadeDuskfieldPulls a pack into one spot and slows it, setting up the beam's freeze and mass shatter.
Aspect 1Grim HarvestPicking 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 2Winter's ShroudDodging slows nearby targets and briefly boosts class-ability regen — chains into Bakris shifts and feeds Grim Harvest.
FragmentsRime · Fissures · Hedrons · ConductionFrost Armor survivability core + bigger shatter + post-freeze weapon-stat spike + shard tracking.
Exotic armourMask of Bakris (Helmet)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.
WeaponsPrimary (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

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

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 (6/10)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.
Fastball 1e fillIncreases grenade throw distance.
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 1eYour Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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.
Recuperation 1eReplenishes health each time you pick up an Orb of Power.
Class Item (4/10)Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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.