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Stasis

Malfeasance — Slug Stacker (Hunter)

Sustained-fire major/boss/champion deleter — freeze the target, stack the slugs, detonate
✓ Manifest Kinetic · Primary · 180 RPM · Unstoppable

Weapon: Malfeasance (Hand Cannon · Primary/Kinetic · Kinetic) · Subclass: Stasis (Revenant) · Role: Sustained-fire major/boss/champion deleter — freeze the target, stack the slugs, detonate

Sandbox: 9.7.0 · Created 2026-06-16

Malfeasance doesn't burst — it infests. Every shot buries a tainted slug; land enough on one body and they all blow at once, the detonation lands like a heavy hit, and survivors get stunned. The whole problem with that fantasy is standing still long enough to pump a full mag into a moving, shooting boss. So this build doesn't amplify the gun with a damage buff (it's Kinetic — most of those don't apply). It freezes the target so the slugs stack on a statue, and keeps you alive in the open with Frost Armor while you finish the count.

The weapon

Explosive Shadow (manifest verbatim): "Shoot tainted slugs that burrow into combatants. Stacking enough slugs causes them all to explode, stunning surviving combatants. Strong against [Stagger] Unstoppable Champions."

Catalyst — Vorpal Weapon (manifest verbatim): "Increased damage against bosses, vehicles, and Guardians with their Super active."

Two facts set the entire build:

Ammo / element: Primary ammo, Kinetic damage. (Verify note below — it is Taken-flavoured but registers as Kinetic, so Kinetic-only surges/weapon-damage buffs that don't require an element apply; Stasis/Arc weapon-damage exotics like Mask of Bakris do not buff it. That ruling shaped the exotic-armour pick.)

Champions: the Explosive Shadow detonation stuns Unstoppable intrinsically (manifest: "Strong against Unstoppable Champions") — this is an exotic-perk stun, not an archetype stun, so it stands regardless of the Aggressive/Precision frame mapping in Anti-Champion 2.0. Stasis shatter also stuns Unstoppable (sandbox 9.7.0), so the build double-covers Unstoppable and leans on the artifact or a second weapon's archetype for Barrier/Overload.

Loadout

SlotPickWhy
KineticMalfeasance (HC · Kinetic)The centerpiece — slug-stacking detonation DPS, Vorpal'd for bosses.
EnergyStasis weapon w/ Headstone or Slow (e.g. a Stasis SMG/Auto)Feeds the Stasis verbs that the subclass needs (shards, slow, crystals) and keeps Malfeasance's Kinetic slot pure DPS.
HeavyHeavy w/ Barrier or Overload archetype (e.g. Heavy Burst / Rapid-Fire LMG, or a sword)Champion coverage Malfeasance lacks (it only does Unstoppable) + boss DPS when the slug count resets.
SuperSilence & Squall (Stasis)Freeze-then-shatter Super; +63% PvE in Renegades tuning. Freezes a whole pack so you can dump Malfeasance into a frozen boss/major.
Class abilityGambler's DodgeMelee energy + reload Malfeasance mid-fight; repositions out of the open during the sustained-fire window.
MovementTriple JumpAir control to peek/reposition while the slug count climbs.
MeleeWithering Blade (Shuriken)Slows on hit — pre-slows the target before you commit the mag; ranged so you stay safe.
GrenadeDuskfield GrenadeSlow/pull field; pairs with Renewal Grasps to make a kill-box that pins and de-fangs the priority target.
Aspect 1Winter's Shroud"Dodging slows nearby targets… Slowing targets briefly increases your class ability regeneration." Dodge = instant slow on the boss + faster dodge back.
Aspect 2Diamond Lance"Shatter or defeat targets with abilities or Stasis weapons to create a Stasis lance." Lance throw freezes the target on demand — your on-call "hold still" button for the next slug dump.
Fragments (from `docs/knowledge/` — see Verify note)

Why this works (the mechanics)

Stats & mods

Priority: Weapons → Health → Class.

Mods (standard armour mods, consistent with `hunter_high_noon.md` / `hunter_turncoat.md`; not all are listed by name in `docs/encyclopedia/mods.md` — see Verify):

Set bonus (optional garnish): any set whose 4pc favours Weapons/Health (the two stats this build wants) is fine — sets are garnish, not a driver here. Rolls and the Weapons-stat climb come first. Don't chase a set; chase Weapons → 200.

Where it shines

It does not want to be your add-clear primary — the slug-stack mechanic is slow per-body and the build's verbs are spent controlling one priority target. Let the Stasis energy weapon and the detonation's stun handle the chaff.