Weapon: Verglas Curve (Combat Bow · Primary · Stasis) · Subclass: Revenant (Stasis) · Role: Freeze-and-shatter add clear + champion stunner Sandbox: 9.7.0 · Created 2026-06-16
A Stasis bow whose own kills hand you a quiver of Stasis arrows, then a single hip-fire shot vomits the whole volley back out — a built-in shatter cannon you earn by killing. On Revenant with
Mask of Bakris the arrows hit harder and the build freezes everything they don't already kill, so every Hail Barrage lands into a field of frozen targets and shatters the room. The fantasy is a self-feeding blizzard: kill, stockpile, freeze, unload.
Exotic perk — Hail Barrage: "Final blows with this weapon grant Stasis arrows. Your next hip-fire shot will fire all of them in a single volley."
Catalyst — Shiver Quiver: "Freezing or slowing a target grants this weapon faster draw speed for a short period of time."
Kill with the bow → bank a Stasis arrow (stacking). Hip-fire → the whole stockpile fires at once as a tracking volley that freezes and shatters on impact. The catalyst closes the loop: this build freezes constantly, and every freeze/slow buys faster draw — the bow's one weakness (draw time) is paid off by the exact debuff the build floods the field with. More frozen targets = faster bow = more kills = a bigger Barrage.
| Slot | Pick | Why |
|---|---|---|
| Subclass | Revenant (Stasis) | Freeze/slow/shatter is the bow's native language; Frost Armor is the survival layer. |
| Super | Squall's roaming storm freezes packs → free Barrage fuel + Bakris-refunds class energy on kills. | |
| Class ability | Melee back near enemies; with Bakris equipped, Dodge becomes the Light Shift damage window. | |
| Movement | Air control to line up Shatterdive and hip-fire angles. | |
| Melee | Ricocheting shuriken slows/freezes — another freeze source feeding Shiver Quiver + Barrage. | |
| Grenade | (With Touch of Winter) extra crystals to shatter into the frozen pack; on-demand cover. | |
| Aspect 1 | Enhances Stasis grenades — Glacier makes extra crystals = more shatter targets and shards. | |
| Aspect 2 | Slowed/frozen kills drop Stasis shards; picking them up grants Frost Armor (DR), and while it's up Stasis/Kinetic kills may shatter — the bow makes those kills constantly. |
Light Shift: "While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy."
This is the iconic Stasis-Hunter weapon pairing and it is built for exactly this gun: Silence and Squall is a Stasis Super, so the Dodge becomes Light Shift; after shifting, Stasis weapon damage ramps — and the bow is Stasis. Shift → fire the Barrage volley into a frozen pack with the damage bonus live → the resulting kills refund class ability energy, which re-arms the Dodge for the next Shift. The exotic and the weapon share one button.
Weapons 200 → Health 100+ → Class. Weapons is the priority — it is raw PvE weapon damage in Armor 3.0 and the bow is the whole build. Class feeds Gambler's Dodge (the Bakris Shift). Health is the survival floor under Frost Armor.
Mods: Stasis Weapon Surge ×2 on boots (≈+17% Stasis damage straight onto the bow), Bow loaders/scavengers and a Bow Targeting/Dexterity mod for handling, Stasis Siphon on the helmet (Stasis kills → Orbs — the bow makes these nonstop), Orbs of Restoration on boots. Recovery/Resist mods on chest under Frost Armor.
Add clear and champion control in GMs, Nightfalls, and dense PvE. The bow is a primary, so ammo is never the constraint — it just needs bodies to kill, and dense content supplies them. Squall + Glacier + Barrage clears whole rooms; Frost Armor (Rime) and Bakris's partial cloak handle the survivability.
Champion coverage (Anti-Champion 2.0): the bow's archetype stun depends on frame, but this season's artifact makes it a two-champion tool directly:
Unstoppable Bow (fully-drawn shots fire an explosive payload that stuns unshielded combatants) and Anti-Barrier Bow (shield-piercing broadheads that stun Barrier) are both available — slot whichever the activity demands and the same Verglas Curve covers it. Overload is the gap: lean on Squall/Withering-Blade slow + freeze to lock Overloads down, or run an Overload weapon in the Heavy slot. Slow itself disrupts ability-spam elites.
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (5/10) | Stasis Siphon 1e | Rapid Stasis weapon final blows create an Orb of Power. |
| Ashes to Assets 3e fill | Gain bonus Super energy on grenade kills. | |
| Heavy Ammo Finder 1e fill | Increases the effect of all contributions towards the Heavy ammo meter. | |
| Arms (6/10) | Utility Kickstart 3e fill | When 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 fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Stasis Resistance 1e fill | Reduces incoming Stasis damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (5/10) | Stasis Weapon Surge 1e | Your Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Stasis Weapon Surge 1e | Your Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Stasis Scavenger 3e | Stasis weapons get bonus reserves when picking up ammo used by that weapon. | |
| Class Item (4/10) | Reaper 1e fill | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Bomber 1e fill | Reduces grenade cooldown when using your class ability. | |
| Powerful Attraction 2e fill | Automatically 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). Flex/loadout-dependent: a Bow Targeting/Dexterity mod for handling.