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Stasis

Ager's Scepter — Cold Snap (Hunter)

Freeze-and-shatter add control + Unstoppable champion deleter
✓ Manifest Stasis · Special · 1000 RPM · No intrinsic champion

Weapon: Ager's Scepter (Trace Rifle · Special · Stasis) · Subclass: Revenant · Role: Freeze-and-shatter add control + Unstoppable champion deleter Sandbox: 9.7.0 · Created 2026-06-16

A Stasis beam that slows on every kill and freezes the moment you dump Super energy into it. Pair it with Mask of Bakris — shift, and the beam gets a stacking Stasis damage buff while every kill refunds your dodge — and run a Revenant Harvest aspect so the beam's own kills make shards that wrap you in Frost Armor. 9.7.0 buffed trace rifles +20%/+20% and quietly made Stasis Shatter stun Unstoppable again: 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." (perk text: "Final blows with this weapon slow nearby targets.")

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."

So the base gun is a continuous Stasis beam whose every final blow drops a slowing burst — passive, free crowd control on every kill. The catalyst (full Super only) converts your Super bar into an overflowed, bonus-damage beam that freezes outright. 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. Frozen targets then shatter — and the whole Stasis loadout below exists to turn 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/freezes a whole room — free freeze fuel for the beam to shatter, and the catalyst spends this Super's energy.
Class abilityGambler's Dodge (or Marksman's)Bakris turns dodge into a cloaking shift that arms the Stasis damage buff; beam kills refund it.
MeleeWithering BladeRicocheting shuriken slows/freezes — more freeze targets to shatter and to trigger Grim Harvest.
GrenadeDuskfield (with Touch of Winter elsewhere optional)Pulls a pack in and slows them into one spot for the beam to mow and freeze.
Aspect 1Grim HarvestDefeating slowed/frozen targets drops Stasis shards → Frost Armor on pickup (9.7.0 Harvest rework). The beam slows everything, so this prints shards.
Aspect 2Winter's ShroudDodging slows nearby targets and speeds class-ability regen — chains into Bakris shifts and feeds Grim Harvest.
Fragments

Exotic armour — 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." This is the iconic Ager's pairing: shift → Ager's hits harder → kills refund the dodge → shift again. The damage buff and the dodge are a closed loop the beam never falls out of.

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Class 100+ → Health (Frost Armor covers it). Class fuels the Bakris/Winter's Shroud dodge economy; Weapons stat is straight PvE damage onto the beam (and matters more post-9.7.0). Health is the dump stat — Frost Armor's ~35% DR plus Bakris cloak carry survivability.

Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Hands-On 3eGain bonus Super energy on melee kills.
Stasis Siphon 1e fillRapid Stasis weapon final blows create an Orb of Power.
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 (3/10)Outreach 1eReduces melee cooldown when using your class ability.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces 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).