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Stasis

Malfeasance — Slug Stacker (Stasis Hunter)

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

Centerpiece: Malfeasance (Hand Cannon · Primary · Kinetic) · Subclass: Revenant · Role: Sustained-fire major/boss/champion deleter — freeze the target, stack the slugs, detonate Sandbox: 9.7.0 · Updated 2026-07-03

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 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 (intrinsic, 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 (verbatim): "Increased damage against bosses, vehicles, and Guardians with their Super active."

Malfeasance is a sustained-DPS primary, not a burst gun: damage is back-loaded into the detonation that only fires once you have buried enough slugs in one body. That makes anything which stops the target moving — slow or freeze — a direct damage increase, because every slug lands, the count climbs without misses, and the explosion comes sooner and stuns whatever survives. It is Kinetic damage on Primary ammo, so most elemental weapon-damage buffs don't apply; the build instead controls the target and relies on the flat 9.7.0 Weapons stat layer. The catalyst is Vorpal, pointing the whole kit squarely at bosses, vehicles and supered Guardians — this is a priority-target build, not add-clear. It also breaks Unstoppable intrinsically, so champion coverage starts before you spend a single mod.

Loadout

SlotPickWhy
SubclassRevenant (Stasis Hunter)Native slow/freeze/shatter + Frost Armor — the freeze that lets slugs stack on a statue and the DR that lets you stand there.
SuperSilence and SquallFreeze-then-shatter Super; freezes a whole pack so you can dump a Vorpal'd mag into a frozen boss/major.
Class abilityGambler's DodgeMelee energy + mid-fight reload for Malfeasance; repositions you out of the open during the sustained-fire window.
MovementTriple JumpAir control to peek and reposition while the slug count climbs.
MeleeWithering BladeRicocheting shuriken slows on hit — pre-slows the target before you commit the mag, and stays ranged so you're safe.
GrenadeDuskfieldSlow/pull field; with Renewal Grasps it becomes a kill-box that pins and de-fangs the priority target.
Aspect 1Winter's Shroud"Dodging slows nearby targets." — dodge is an instant slow on the boss plus faster dodge back for the next slug dump.
Aspect 2Diamond Lance"Shatter or defeat targets with [Stasis] Stasis abilities or weapons to create a Stasis lance." — the lance throw freezes on demand, your on-call "hold still" button.
FragmentsRime · Chains · Durance · FissuresFrost Armor survivability spine + DR near frozen targets + longer slow to pin through a full mag + bigger shatter.
Exotic armourRenewal Grasps (Gauntlets)"Your Duskfield grenades have a much larger effect radius… targets inside the area deal reduced damage." — a bigger pin, Frost Armor for you, and enemy damage cut while you stand and fire.
WeaponsStasis energy weapon (Headstone/Slow) + Heavy w/ Barrier or Overload archetypeThe Stasis special feeds shards/slow/crystals and keeps the Kinetic slot pure DPS; the Heavy covers the champions Malfeasance can't.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Class. Weapons is the universal PvE weapon-damage layer (9.7.0) stacked onto Malfeasance and the best stat for a weapon-centerpiece build (it also speeds reload/handling for faster slug delivery); Health carries the standing-still window alongside Frost Armor; Class fuels the Gambler's Dodge slow-and-reload loop. Lean into the Weapons/Health archetype rolls and let font/mod headroom cover the rest.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Stasis artifact is the natural fit: it pours fuel into the freeze/slow/Frost-Armor/shard economy this Revenant build runs on, and its shatter-damage payoff rewards the very statue you're dumping slugs into. Unstoppable is already double-covered (gun + shatter), so the picks pour into the Frost Armor / shard / Orb economy while the Heavy carries Barrier/Overload.

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)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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).