✓ Manifest Stasis · Special · 55 RPM · Unstoppable
Centerpiece: Conditional Finality (Shotgun · Special · Stasis + Solar) · Subclass: Revenant (Stasis) · Role: Freeze-and-shatter special DPS with intrinsic Unstoppable stun and a self-sustaining Frost Armor + Cure loop Sandbox: 9.7.0 · Updated 2026-07-03
One pull, two barrels: the Stasis barrel freezes, the Solar barrel ignites. On Stasis Hunter that freeze isn't crowd control you walk away from — it's the trigger for every shatter source, every Frost Armor stack, and the catalyst's Heal Clip + Rimestealer loop. Mask of Bakris drops a stacking damage bonus straight onto the Stasis half, so the gun that crowd-controls is also the gun that kills. Freeze, shatter, heal, repeat — and it stuns Unstoppables with no mod spent.
The weapon
Split Decision (intrinsic, verbatim):"Dual barrels split into Stasis and Solar damage. Strong against [Stagger] Unstoppable Champions."
Conditional Finality Catalyst (verbatim):"Heal Clip: Reloading shortly after dealing a final blow grants Cure to you and your nearby allies. / Rimestealer: Destroying a Stasis crystal or defeating a frozen target with this weapon grants you Frost Armor."
In practice the two barrels fire together: the Stasis pellets freeze the target and the Solar pellets ignite it. A point-blank shot freezes a major outright, and the follow-up shatters it — a frozen target eats the Solar ignition and the Stasis shatter burst off the same trigger, two damage instances the gun fires by design. The catalyst turns that into sustain: killing the frozen target or its crystal hands you Frost Armor (Rimestealer), and a quick reload after any final blow Cures you and nearby allies (Heal Clip). It is Special ammo and sits in the energy slot, so the freeze is the build's keystone, not a side effect. And because Split Decision carries a bespoke Unstoppable stun, the freeze itself is your champion answer.
Loadout
Slot
Pick
Why
Subclass
Revenant (Stasis Hunter)
Native freeze / shatter / Frost Armor — the only subclass that pays off both barrels and both halves of the catalyst.
Super
Silence and Squall
Twin Stasis tornado + grave freezes packs you then delete with the gun; on-element for surge and Bakris.
Class ability
Marksman's Dodge
Reloads Conditional Finality on demand (re-arms Heal Clip mid-fight) and triggers Winter's Shroud's slow.
Movement
Strafe Jump
Reliable mid-air control for holding shotgun range while you reposition between freezes.
Melee
Withering Blade
Ranged Stasis shuriken applies slow toward freeze and primes targets the gun finishes.
Grenade
Duskfield Grenade
Slow well into freeze — a freeze source that costs no shotgun shell and feeds Frost Armor.
Aspect 1
Winter's Shroud
"Dodging slows nearby targets." Marksman's Dodge becomes a freeze-primer between shots and chains into Frost Armor.
Aspect 2
Bleak Watcher
"Hold to convert your grenade into a Stasis turret that fires slowing projectiles." The turret slows the room so your shots land on already-slowed (soon frozen) targets.
Fragments
Whisper of Rime · Whisper of Fissures · Whisper of Chains · Whisper of Refraction
Rime stacks/extends the catalyst's Frost Armor; Fissures buffs the shatter burst; Chains gives DR + shards near frozen targets; Refraction refunds class energy on frozen kills to re-arm the dodge.
Exotic armour
Mask of Bakris (Helmet)
Shift-dodge grants a stacking damage bonus to Stasis weapons — it lands directly on Conditional Finality's Stasis barrel.
Weapons
Stasis primary (Headstone / Chill Clip roll) + any surge-matched Heavy
The primary makes crystals to shatter (Rimestealer/Fissures fuel) and takes the Bakris bonus too; the Heavy is your real damage-phase tool since Conditional Finality is a priority-target and champion deleter.
Fragments
Whisper of Rime · Whisper of Fissures · Whisper of Chains · Whisper of Refraction
Why it works (the mechanics)
Freeze is the keystone, and both barrels plus three abilities make it. Duskfield, Withering Blade, Bleak Watcher's turret, and Winter's Shroud all slow; slow stacks to freeze; the Stasis barrel freezes outright at point blank. A frozen target then eats the Solar ignition and a shatter burst on the same trigger — two damage instances Conditional Finality fires by design.
The catalyst makes the gun self-sustaining. Rimestealer grants Frost Armor on every frozen kill or shattered crystal; Heal Clip Cures you and nearby allies on a reload after any final blow. So the weapon that crowd-controls also heals and armours you with no fragment spend, and Whisper of Rime extends that Frost Armor's duration and raises its stack ceiling so it rarely drops.
Mask of Bakris buffs the half that matters. After a shift-dodge, Light Shift grants 10% / 21% / 33% increased Stasis weapon damage at 1 / 2 / 3 stacks, plus a further 10% against Stasis-debuffed enemies — and a frozen target is Stasis-debuffed, so both bonuses land on the Stasis barrel and your Stasis primary at once. Final blows during the bonus refund class-ability energy, so the shift that buffs you also re-arms Marksman's Dodge for another Heal-Clip reload.
The Whisper stack closes the economy. Fissures inflates the shatter burst (your main AoE); Chains gives DR plus Stasis shards while near frozen targets or crystals; Refraction returns class-ability energy on slowed/frozen kills — the same dodge that arms Heal Clip and Winter's Shroud. Every frozen kill loops back into the next freeze.
Unstoppable is intrinsic — no mod, no artifact. Split Decision carries a bespoke "Strong against Unstoppable" stun, and freezing a target is the stagger. That frees your artifact and mods to cover Barrier and Overload, and lets your special slot double as a champion answer in GM-tier content.
Special-ammo economy is the only real cost. The build leans on abilities and the Stasis primary to set up the freeze, saving Conditional Finality rounds for the frozen-target execution where its dual-element burst is worth the shell.
Stats & mods
Health 200 → Class → Super. Conditional Finality's damage comes from Bakris and the freeze mechanic rather than the Weapons stat, so Health (survivability under the Frost Armor layer) and Class (dodge uptime = Heal Clip + Bakris re-trigger) lead; Super feeds Silence and Squall for the freeze-the-room button. Archetype lean: a survivability/ability spread, not a weapon-DPS one.
Mods:
Boots: Stasis Weapon Surge ×2 (buffs the Stasis barrel and your primary, stacking with Bakris) · Special Ammo Scavenger.
Arms: Grenade Font (Duskfield uptime) · Melee Font (Withering Blade).
Chest: Shotgun Reserves · one resistance mod per element under the Frost Armor layer.
Class item: Bomber / Outreach (ability regen) · Reaper or Powerful Attraction for orb economy.
Surge: Stasis Weapon Surge (matches the Stasis barrel and your primary).
Anti-Champion: Unstoppable is intrinsic to the weapon; bring Barrier + Overload from the artifact or a second weapon.
Artifact — Queensfoil Censer
The only artifact that pays off both barrels — the Stasis freeze / Frost Armor half and the Solar radiant / ignite half — so every pick lands on Conditional Finality directly, while the Stasis mods keep crystals on the floor and the shatter burst inflated.
Fever And Chill turns the Solar barrel Radiant and the Stasis barrel into Frost Armor — both halves of the gun rewarded on one pull.
Kindling Trigger has Radiant Solar weapons apply Scorch, stacking the ignite half toward its detonation.
Creeping Chill makes Stasis final blows on slowed/frozen targets burst-slow and grant Frost Armor — the catalyst loop, for free.
Pillar of Ice spawns crystals on frozen kills, feeding more shatter and Rimestealer fuel.
Dragon's Bite freezes/suspends on Stasis shield-breaks — extra freeze and a champion-shield answer.
Frigid Glare releases a freezing burst on Stasis precision kills while Frost Armor is up, chaining the next freeze.
Hail The Storm makes shattering frozen targets and crystals deal bonus damage and shed shards, inflating your main AoE.
Where it shines
GM Nightfalls / -30 to -40 content: an intrinsic Unstoppable stun in the special slot plus a near-permanent Frost Armor + Cure layer lets you tank and stun without a dedicated champion weapon.
Endgame add density (Master / Contest): freeze a pack, shatter-chain it (Fissures), and reap orbs + shards + Cure while Bleak Watcher slows the next wave.
Boss / miniboss burst: freeze the priority target and dump the dual-element burst; for real damage phases swap to your Heavy — Conditional Finality is the deleter, not the DPS weapon.
Champion coverage: Unstoppable is intrinsic to Conditional Finality (freezing is the stun). Barrier and Overload must come from the seasonal artifact's anti-champion mods or a second weapon's archetype intrinsic — plan the other two slots around that.
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 (5/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
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.
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.
Class Item (3/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach1e
Reduces melee cooldown when using your class ability.
Bomber1e
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: your primary; your primary). - **Anti-Champion:** Unstoppable is intrinsic to the weapon; bring Barrier + Overload from the artifact or a second weapon.