Hold the trigger, paint a wall of Stasis crystals across the room, and freeze everything standing in it. Salvation's Grip is the one weapon that builds your subclass's battlefield for you — every charged shot is a free crystal field and a free freeze. On Revenant the gun and the subclass become the same verb, the catalyst pays you Frost Armor for shattering your own crystals, and Mask of Bakris turns each dodge into a stacking Stasis damage buff. Freeze, shatter, tank, repeat.
The weapon
Cryocannon(intrinsic, verbatim): "[Shoot] : Hold to charge; release to fire. This weapon's charged projectiles create a pattern of Stasis crystals on impact and freeze nearby targets. Strong against [Stagger] Unstoppable Champions."
Rimestealer(catalyst, verbatim): "Destroying a Stasis crystal or defeating a frozen target with this weapon grants you Frost Armor."
What it does: charge-and-release fires a spread that plants a field of Stasis crystals and freezes anything nearby — a crowd-control primary action disguised as a Heavy launcher. Those crystals are ammo for every shatter interaction in the Stasis kit, and the freeze is a hard stop. With the catalyst the weapon feeds its own survivability: shatter a crystal or kill a frozen target and you bank Frost Armor (stacking damage resistance). One trigger pull generates the crowd control, the shatter fuel, and the tanking. Manifest weapon_facts flag its intrinsic champion breaker as Overload; note the display string above instead reads "Unstoppable," and in 9.7.0 the Stasis shatter verb independently stuns Unstoppable — so the loop practically pressures both (see Verify notes for the conflict).
Loadout
Slot
Pick
Why
Subclass
Revenant (Stasis Hunter)
The gun makes crystals and freezes; the subclass is built entirely around shattering crystals and freezing — same verb, two sources.
Super
Silence and Squall
Silence freezes a pack for the Grip to shatter; Squall is a roaming freeze/slow storm — wall-to-wall Stasis, and a Stasis Super to switch Bakris on.
Class ability
Gambler's Dodge
Dodge near a frozen pack refunds Withering Blade for extra freezes/slows between charges.
Movement
Triple Jump
Air time to line up a Shatterdive over a fresh crystal field.
Melee
Withering Blade
Ricochet shuriken slows/freezes — tops up the frozen-target count for the Grip and the catalyst.
Grenade
Duskfield
Pulls targets into a slow well, clustering them so a single Grip volley converts the whole knot into crystals + freeze. (Glacier if you want manual crystals to shatter on demand.)
Aspect 1
Winter's Shroud
Dodging slows nearby targets and briefly boosts class-ability regen — a cheap freeze setup that fuels its own loop.
Aspect 2
Grim Harvest
Picking up Stasis shards grants Frost Armor; while you have it, Stasis/Kinetic kills may shatter for AoE. Stacks the DR wall and thins the crowd.
Fragments
Rime · Fissures · Chains · Refraction
Frost Armor duration/stacks, bigger shatter bursts, extra shards, and class-ability energy off slowed/frozen kills.
Exotic armour
Mask of Bakris (Helmet)
With a Stasis Super equipped, every dodge becomes a cloaking Shift that grants a stacking Stasis-weapon damage bonus — buffs the Grip directly, and kills under it refund class energy.
Weapons
Kinetic Headstone primary + Stasis special
A Headstone hand cannon/pulse makes crystals between charges; a Stasis special (Chill Clip / Headstone) freezes without spending Heavy and eats Bakris's Stasis buff too.
Fragments
Whisper of RimeFrost Armor longer duration + higher max stacks — turns Rimestealer's trickle into a real DR wall) · Whisper of Fissures (bigger shatter burst — crystal fields hit harder when they pop) · Whisper of Chains (multiple kills with Frost Armor active spawn a Stasis shard — you always have Frost Armor here, so it keeps Grim Harvest's shard pickups flowing) · Whisper of Refraction (slowed/frozen kills grant class-ability energy → faster Winter's Shroud loop
Why it works (the mechanics)
The gun and the subclass are one verb. Revenant's loop is make crystals → freeze → shatter. Salvation's Grip does the first two for free, on a Heavy trigger, across a whole room. You are not spending grenade or melee to build the battlefield — the weapon builds it, so the abilities become surplus you spend on refreshing Frost Armor and dodges.
Rimestealer makes the gun tank for you. The catalyst grants Frost Armor whenever you shatter a crystal or kill a frozen target with the Grip. You generate crystals and frozen targets nonstop, so Frost Armor stays topped up. Whisper of Rime extends its duration and raises the stack cap; Whisper of Chains spawns extra Stasis shards off your Frost-Armor kills, which feed Grim Harvest to keep the wall stacked. Damage output and survivability come from the same trigger pull.
Mask of Bakris double-dips the Stasis damage. Silence and Squall is a Stasis Super, so Bakris's Light Shift applies its stacking damage bonus to the Grip — Clarity puts it at 10% / 21% / 33% at 1/2/3 stacks, plus +10% versus Stasis-debuffed (i.e. frozen/slowed) enemies. Dodge → Shift → buffed Grip volley → kills under the buff refund class energy, and Winter's Shroud slows on that same dodge to set up the next freeze. The buff loop and the freeze loop share one button.
Shatter economy feeds the abilities back. Grim Harvest turns the Stasis shards your kills drop into Frost Armor and adds a shatter-on-kill chance while it is up, so the crowd thins itself; Whisper of Refraction turns slowed/frozen kills into class-ability energy for faster Winter's Shroud dodges. Melee comes back from Gambler's Dodge near a frozen pack (and Heavy Handed on melee kills), not from the shards. Whisper of Fissures makes every crystal you pop hit harder (up to ~25 damage in a 10 m radius). The Grip plants the field; the kit harvests it.
The shatter verb is the Unstoppable stun. In 9.7.0 Stasis shatter moved to stunning Unstoppable (was Overload). Charge → crystal field → freeze → shatter the frozen Unstoppable and it is stunned — no mod, no archetype gymnastics, just the loop the build already runs. Meanwhile the weapon's own intrinsic breaker (manifest: Overload) covers the disruption lane.
The Super is more of the same. Silence freezes a whole pack on demand for the Grip to convert and shatter; Squall is a roaming freeze storm that keeps the crystal/frozen pipeline running for its full duration — wall-to-wall Stasis feeding both the catalyst and Bakris.
Stats & mods
Health 200 → Class → Weapons. Health stacks under the Frost Armor DR for a genuinely tanky frontline; Class fuels the Bakris/Winter's-Shroud dodge engine; Weapons adds PvE damage on top of the Bakris stack. Super is the soft dump — the kit freezes without it.
Archetype lean: a resilience/ability bruiser — pump Health to ride the Frost Armor wall, then Class to keep the dodge loop cycling. Font of Wisdom-style stat mods can top up Class if armour rolls fall short.
Mods:
Boots: Stasis Weapon Surge ×2 (≈+22% onto the Grip and your Stasis special) · Stasis Scavenger (Heavy reserves) · Orbs of Restoration.
Chest: Concussive Dampener + elemental resists under the Frost Armor wall.
Class item: Powerful Attraction (dodge vacuums Orbs) · Bomber (dodge → grenade for more Duskfields) · Reaper.
Surge: Stasis Weapon Surge (matches the Grip, the Stasis special, and the Bakris buff).
Anti-Champion: none needed for Unstoppable (shatter verb) or Overload (weapon intrinsic); slot a Barrier source (weapon or seasonal mod) for the third lane.
Artifact — Slayer Baron Apothecary Satchel
The Stasis grenade-launcher artifact, one element off the whole build — it pumps the freeze/shatter/Frost-Armor loop the Grip already runs and reloads the launcher off Champion damage.
Wind Chill grants Frost Armor on rapid Stasis hits and makes a Stasis Shard on hits against slowed/frozen targets — feeds Rimestealer and Grim Harvest from the same volley.
Crystalline Converter turns a class-ability cast into a Stasis-Shard-on-next-Stasis-kill, adding shards to the Frost Armor wall off your Winter's Shroud dodges.
Hail The Storm makes shattering frozen targets and Stasis crystals deal increased damage and releases slowing shards — the Grip's entire verb, harder.
Frost Renewal freezes nearby foes and refreshes Frost Armor when you take critical damage while armoured — the tank wall fights back.
Weakened Clear reloads your stowed weapons and weakens the target when a Grenade Launcher damages a boss/Champion/shield — keeps the Grip and special topped between charges and adds a weaken debuff.
Served Cold grants class-ability energy on Stasis-Shard pickup — straight into the Bakris/Winter's-Shroud dodge loop.
Brain Freeze makes frozen combatants emit chilling fog that slows the rest — extends the crowd control past the initial freeze.
Where it shines
Endgame add-clear / GMs: a charged volley freezes a doorway pack, and stacked Frost Armor (Rimestealer + Grim Harvest + Rime) keeps you upright in the open. The single best "stop this room" button in the game.
Survivability content: permanent Frost Armor plus Bakris cloak-on-dodge is a hard-content tank shell — Frost Renewal even re-freezes and re-armours you when a hit lands.
Boss/miniboss control: freeze windows + Bakris-stacked Stasis damage + Fissures shatter bursts. The Grip is not top-tier single-target DPS, so lean on it for control and burst windows and let the special/Super carry sustained damage.
Champion coverage: the Grip's intrinsic breaks Overload (manifest weapon_facts), and the 9.7.0 Stasis shatter verb stuns Unstoppable — so freeze-and-shatter pressures both. Barrier is uncovered: bring a Barrier weapon or a seasonal anti-Barrier mod. (The artifact's Kinetic Impacts Unstoppable stun is available but not in this 2/3/2.)
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 (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
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 (7/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Stasis Resistance1efill
Reduces incoming Stasis damage from combatants.
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.
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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: the Stasis special; the Bakris buff). - **Anti-Champion:** none needed for Unstoppable (shatter verb) or Overload (weapon intrinsic); slot a Barrier source (weapon or seasonal mod) for the third lane.