Centerpiece: No Time to Explain (Pulse Rifle · Primary · Kinetic) · Subclass: Revenant (Stasis) · Role: Bottomless-mag add-clear that clones itself — a slowed room feeds infinite refunds and a second gun from an alternate timeline Sandbox: 9.7.0 · Updated 2026-07-03
NTTE doesn't reload. Slow everything, hit heads, and the rounds rebate straight back into the mag — then at 10 stacks a time portal opens and a ghost copy of the gun fires alongside you. The whole build exists to keep one condition true at all times: every target you point at is already slowed or frozen. Stasis Hunter is the iconic pairing because your dodge is a slow, your grenade is a slow field, and shatter is the kill button.
The weapon
Rewind Again (intrinsic, verbatim): "Precision shots and shots against combatants slowed or frozen by Stasis will return to the magazine."
Time-Slip (intrinsic trait, verbatim): "At 10 stacks of Rewind Again, a small portal will open, shooting bullets from an alternate timeline version of this weapon. Precision hits extend the portal's duration."
Catalyst — Blast from the Side (verbatim): "Projectiles from the time portal shoot more frequently."
What it does: a 340 RPM Adaptive-frame Kinetic Primary pulse with a 24-round mag. Land precision hits or shoot anything slowed or frozen by Stasis and the rounds refund — against a slowed pack you functionally never reload. Each refund advances Rewind Again; at 10 stacks Time-Slip opens a portal that fires a second NTTE for free, and precision hits keep it open. The catalyst makes that portal fire faster, so the back half of every engagement is two guns' worth of damage from one trigger pull. Crucially it deals Kinetic damage, not Stasis — that governs which surge and siphon mods scale it, and what Mask of Bakris does and doesn't buff (see Verify notes).
Loadout
Slot
Pick
Why
Subclass
Revenant (Stasis Hunter)
The slow engine that turns Rewind Again from "precision-only" into "every shot refunds."
Super
Silence and Squall
Silence freezes the pack; Squall is a roaming blizzard that slows and shatters continuously — it manufactures the slow/freeze state at range for free Rewind Again.
Class ability
Marksman's Dodge
Reloads NTTE on dodge (insurance) and, via Winter's Shroud, slows on dodge — the on-demand refund trigger.
Movement
Triple Jump
Extra mid-air control to reposition onto crit angles and stay above a slowed pack while the portal ticks.
Melee
Withering Blade (Snare/shuriken)
The Stasis throwing knife slows on hit — a free slow applicator that arms Rewind Again without spending the grenade.
Grenade
Duskfield Grenade
A persistent slow field — anything inside is slowed, so anything you shoot inside it refunds. The single best Rewind Again uptime tool.
Aspect 1
Winter's Shroud
"Dodging slows nearby targets." Slowing also feeds class-ability regen, so the dodge that slows the pack helps pay for the next dodge.
Aspect 2
Grim Harvest
"Picking up Stasis shards grants stacks of Frost Armor." Slowed/frozen kills drop shards; the pickup grants Frost Armor DR — a survivability layer stacked on the same kills that feed the gun.
Fragments
Whisper of Durance · Whisper of Refraction · Whisper of Bonds · Whisper of Hedrons
Durance is load-bearing — longer slow = longer refund window; Refraction closes the dodge loop; Bonds mints Orbs; Hedrons pads handling and health on freeze.
Exotic armour
Mask of Bakris (Helmet)
The shift-dodge cloaks you while you're nose-down on crits, and its Stasis/Arc weapon buff feeds the Stasis secondary, not NTTE (see Verify). Alt: Renewal Grasps for a giant Duskfield + team DR.
Weapons
Energy: a Stasis SMG/sidearm with Headstone or Chill Clip (more slow/freeze for the refund condition — and the gun Bakris actually buffs). Heavy: a Stasis LMG/GL or a Sword/Rocket for the single-target boss damage NTTE can't provide.
NTTE is the Primary add-clearer; the other two slots supply extra slow and the boss DPS.
Fragments
Whisper of Durance · Whisper of Refraction · Whisper of Bonds · Whisper of Hedrons
Why it works (the mechanics)
The build's only job is "is the target slowed?" — and four sources guarantee yes. Duskfield (field), Winter's Shroud (dodge), Withering Blade (melee) and Silence & Squall (super) each apply slow. With any one active, every NTTE shot refunds, not just precision hits — the mag stops being finite.
Refunds stack → portal → free second gun. Rewind Again counts refunded rounds toward 10 stacks; against a slowed pack you reach 10 almost instantly. Time-Slip opens the portal, the catalyst (Blast from the Side) makes it fire faster, and precision hits keep it alive — so sustained add-clear is two NTTEs of DPS from one trigger.
Whisper of Durance is the quiet keystone. It lengthens the slow you apply, which directly lengthens the window in which Rewind Again is "everything refunds." Longer slow = fewer reloads = more uptime on the portal.
The dodge is a closed loop. Winter's Shroud slows on dodge; Whisper of Refraction grants class-ability energy on slowed/frozen kills; Winter's Shroud also boosts class regen when you slow — so dodging to slow the pack helps pay for the next dodge, keeping the slow rolling almost on demand.
Grim Harvest + shards = standing DR. Slowed/frozen kills drop Stasis shards; picking them up grants Frost Armor. The same kills that feed the gun feed your survivability, and Whisper of Bonds turns frozen kills into Orbs of Power on top.
Champion coverage is the subclass, not the gun. NTTE is a Kinetic Adaptive pulse with no bespoke champion stun. In 9.7.0 Stasis shatter stuns Unstoppable — so freeze (Silence/Duskfield-into-freeze) → shatter is your Unstoppable answer; Barrier/Overload come from the artifact and the secondary's archetype.
Stats & mods
Weapons 200 → Class → Health. Weapons layers universal PvE damage onto the gun doing all the work; Class feeds the dodge loop (more dodges = more slow = more refunds); Health rides the Frost Armor DR so it can sit lower. Archetype lean: a Weapons/Class piece favouring the gun-plus-ability economy.
Mods:
Boots: Kinetic Weapon Surge ×2 (match the Kinetic element, NOT Stasis) · Stasis Scavenger if running a Stasis Heavy · Orbs of Restoration.
Arms: Kinetic Loader (faster reload for the rare moment you do reload) · Grenade Kickstart to refresh Duskfield.
Chest: Arc/Solar/Void Resistance to taste under the Frost Armor layer.
Class item: Powerful Attraction (dodge vacuums the shard/orb flood Grim Harvest makes) · Reaper.
Surge: Kinetic Weapon Surge — surge and siphon must be Kinetic even though the rest of the kit is Stasis; mis-matching costs the whole surge bonus.
Anti-Champion: Unstoppable is native (freeze → shatter); slot artifact anti-Barrier/anti-Overload or lean on the secondary's frame for the other two.
Where it shines
Add-dense PvE — GMs, legend/master content, Onslaught, dungeons. A slowed room means infinite NTTE plus the portal; one of the best-feeling bottomless-mag add-clear setups in the game, with Frost Armor and the cloak-dodge keeping you alive while you stay on crits.
Crowd control on the team's behalf. Duskfield, Silence & Squall and Winter's Shroud slow whole packs — valuable even when teammates take the kills.
Weaker in single-target boss DPS — NTTE is a Primary add-clearer; lean on the Heavy and Squall's blizzard ticks for boss damage.
Champion coverage:Unstoppable is built in (freeze a champ, then shatter — 9.7.0 Stasis shatter → Unstoppable). Barrier/Overload are not native to NTTE; cover them with your Stasis secondary's archetype (Precision/Adaptive → Barrier; Lightweight/Rapid-Fire → Overload) and/or artifact anti-Champion mods.
Artifact — Slayer Baron Apothecary Satchel
The Stasis artifact, built for exactly this loop: it turns Stasis hits into Frost Armor and Stasis Shards, rewards Frost Armor and freeze, and makes shatter the freeze→shatter kill button that stuns Unstoppable. Every mod here feeds Rewind Again's "is it slowed/frozen?" condition or the dodge/shard economy that arms it.
Wind Chill turns Stasis weapon hits into Frost Armor and hits versus slowed/frozen targets into Stasis Shards — the engine feeding both the survivability layer and the shard economy Grim Harvest lives on.
Crystalline Converter drops a Stasis Shard on your next Stasis weapon kill after Marksman's Dodge — it pairs directly with the dodge engine that drives the whole loop.
Frost Renewal freezes nearby targets and grants more Frost Armor when you take crit damage while armoured — free freeze that arms more refunds while padding your DR.
Hail The Storm boosts shatter damage, paying off the freeze→shatter line that stuns Unstoppable and clears the pack.
Curative Orbs turns shield breaks into Orbs of Power, feeding the Orb economy alongside Whisper of Bonds.
Brain Freeze makes frozen targets emit chilling fog that slows the pack — extending the slow window Rewind Again rides on.
Served Cold converts Stasis Shard pickups into class-ability energy, directly refuelling the dodge-to-slow loop.
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 (7/10)
Kinetic Loader1e
Increases reload speed of Kinetic weapons.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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)
Void Resistance1e
Reduces incoming Void damage from combatants.
Stasis Resistance1efill
Reduces incoming Stasis damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Bomber1efill
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).