Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Stasis · Primary · 260 RPM · Overload
Centerpiece: Wicked Implement (Scout Rifle · Primary · Stasis) · Subclass: Revenant (Stasis) · Role: Solo/GM primary that slows, freezes, and shatters its own targets while covering Overload intrinsically Sandbox: 9.7.0 · Updated 2026-07-03
A Stasis scout that freezes the room by itself. Land rapid precision hits and the target slows; keep firing and slow stacks to freeze, which the same gun then shatters. Creeping Attrition is an intrinsic Overload stun, so one Primary covers a champion and crowd-controls a whole lane. Mask of Bakris stacks a Stasis-weapon damage buff on top and turns your dodge into a Stasis teleport — the iconic Revenant pairing, built around the gun.
The weapon
Creeping Attrition (intrinsic, verbatim): "Rapidly landing precision hits causes targets to become slowed. Strong against [Disruption] Overload Champions."
Catalyst — Hadopelagic Tribute / Headstone (verbatim): "Collecting Stasis shards gradually overflows the magazine. / Headstone: Precision final blows spawn a [Stasis] Stasis crystal at the victim's location."
What it does: rapid precision hits apply Slow, and enough slow stacks freeze the target. The catalyst then closes the loop — precision kills drop a Stasis crystal (Headstone) that you shatter for area damage, and any Stasis shards you stand near overflow the magazine (Hadopelagic Tribute), so the gun reloads itself in any Stasis fight. Crucially the slow application is the Overload stun: Creeping Attrition is flagged Strong against Overload Champions, so this Primary breaks Overloads with no seasonal Unstoppable mod and no ability required. One weapon slows, freezes, shatters, and refills — the subclass just amplifies each step of the chain.
Loadout
Slot
Pick
Why
Subclass
Revenant (Stasis Hunter)
Every verb the gun wants — Slow, Freeze, Shatter, Stasis shards — is native to this subclass.
Super
Silence and Squall
Silence freezes a pack; Squall is a roaming storm that slows and freezes — both feed Headstone shatters and the freeze loop.
Class ability
Gambler's Dodge
Dodge is the Bakris shift trigger and the Winter's Shroud slow carrier; Gambler's refunds melee near enemies for a second Withering Blade.
Movement
Strafe Jump
Tightest mid-air control for holding a scout-rifle sightline in a GM lane.
Melee
Withering Blade
Ricocheting shuriken that slows targets — a second slow source to top a majors/champion to freeze without spending the gun's mag.
Grenade
Duskfield Grenade
Suppressing field that pulls and slows a group — cluster them, slow them, then scout-rifle the frozen pack.
Aspect 1
Winter's Shroud
"Dodging slows nearby targets." Free slow on the Bakris dodge and a second freeze source. 2 Fragment slots.
Aspect 2
Grim Harvest
"Picking up Stasis shards grants stacks of Frost Armor." Survivability off the shards your kills drop, and those same shards trigger the catalyst mag-overflow. 2 Fragment slots.
Fragments
Hedrons · Rending · Fissures · Chill
Four Whispers that buff the frozen-target damage, the shatter, and the shard economy (see below).
Exotic armour
Mask of Bakris (Helmet)
Shift-dodge repositions and cloaks; after shifting, Stasis weapons gain a stacking damage bonus applied straight to Wicked Implement.
Weapons
Barrier Special + Unstoppable Heavy
The scout covers Overload intrinsically; pick the other two slots to stun the remaining two champion types (see Where it shines).
Fragments
Whisper of Hedronsweapon handling and health spike after you freeze — turns the post-freeze scout into a laser
Whisper of RendingPrimary-ammo weapons deal increased damage to Stasis crystals and frozen targets — straight onto Wicked Implement and its Headstone crystals
Whisper of Fissuresbigger shatter burst when you destroy a crystal or defeat a frozen target — pays off every Headstone
Whisper of ChillStasis weapon final blows have a chance to create a Stasis Shard — more shards means more mag overflow and more Frost Armor
Why it works (the mechanics)
The gun is a closed Stasis loop. Precision hits apply Slow, Slow stacks to Freeze, and precision kills drop a Headstone crystal. Kills also spawn shards (Grim Harvest / Whisper of Chill), and the catalyst's Hadopelagic Tribute overflows the mag off those shards. You slow, freeze, shatter, and reload off one weapon — the subclass amplifies each step rather than replacing it.
Overload coverage is intrinsic, not borrowed. Creeping Attrition is flagged Strong against Overload Champions, so the slow is the Overload stun. Under Anti-Champion 2.0 that means a single Primary handles Overload with no Unstoppable or anti-barrier mod burned, freeing your other two slots for the remaining champion types.
Whisper of Rending double-dips the freeze. Freeze the target with the gun, then Rending makes that same Primary hit the frozen body and the Headstone crystal harder — the weapon literally buffs itself against the state it just created, and the shatter that follows lands under the boosted damage too.
Mask of Bakris is two buffs in one. Its shift-dodge cloaks and repositions to engage or disengage GM lanes, and after shifting your Stasis weapons gain a stacking damage bonus — 10%/21%/33% at 1/2/3 stacks — applied directly to Wicked Implement. While the buff is active, weapon kills refund class-ability energy, so the dodge that buffs the gun pays for the next dodge.
Whisper of Hedrons is the burst window. Freeze anything and you gain a weapon-handling and health spike, so the scout's already-tight precision snaps onto the follow-up shots that shatter the crystal and chain into the next target.
Two slow sources beyond the gun guarantee freezes. Winter's Shroud (on the Bakris dodge) and Withering Blade both stack slow onto a target the gun has already slowed, forcing the freeze faster on tanky majors and champions that the gun alone would take longer to lock down.
Stats & mods
Weapons 200 → Health → Class. Weapons is the priority — it scales the scout's PvE damage and stacks with the Hedrons handling spike and the Bakris damage buff. Health carries GM survivability under the slow/freeze CC blanket, and Class feeds dodge uptime (the Bakris shift plus the Winter's Shroud slow).
Archetype lean: Weapons/Class-favoured pieces (Grenadier/Specialist-style rolls), with Bakris locked into the helmet slot.
Arms: Scout Rifle Loader ×2 for faster reloads between overflow refills.
Chest: resist mods to taste for the GM incoming damage under CC.
Class item: Bomber / Distribution to keep the Bakris dodge online.
Surge: Stasis Surge to match the weapon and subclass element.
Anti-Champion: none needed for Overload (intrinsic); reserve arms/other mods for the two off-slot weapons.
Artifact — Slayer Baron Apothecary Satchel
The Stasis artifact, and it slots straight into this gun's loop: every tier feeds Slow, Freeze, Frost Armor, and Stasis Shards — the exact verbs Wicked Implement plus Grim Harvest produce. Overload is already covered intrinsically by Creeping Attrition, so this pool is free to pour fuel on the freeze/shard/shatter economy.
Wind Chill grants Frost Armor on rapid Stasis hits and spawns a Stasis Shard on hits against slowed/frozen targets — feeding Grim Harvest and the catalyst's mag overflow off the gun's normal fire.
Crystalline Converter makes a shard on a post-dodge Stasis final blow, and this build dodges constantly for the Bakris shift, so the dodge doubles as a shard generator.
Hail The Storm makes shattering frozen targets and crystals hit harder and drop more shards — it pays off every Headstone crystal and every Fissures shatter.
Frost Renewal keeps Frost Armor topped so Grim Harvest's DR stays up, and turns incoming crits into a defensive freeze burst under GM pressure.
Curative Orbs is the pool's Orb source, feeding Armor Charge and the surge/siphon economy the Stasis mods run on.
Served Cold refunds class-ability energy on shard pickups, recycling the Bakris/Winter's Shroud dodge in a build that is swimming in shards.
Brain Freeze makes frozen targets emit slowing fog, widening the room-wide CC blanket the gun already lays down.
Where it shines
Solo / GM Nightfalls: intrinsic Overload plus a self-reloading mag plus room-wide slow/freeze is exactly the lane-control a primary GM weapon wants, and the Bakris shift is a panic-disengage when a lane collapses.
Add-dense control content: Duskfield pull into Squall storm into Headstone crystals into Fissures shatters cascades a frozen pack into orbs and shards.
Champion coverage:Overload — handled intrinsically by Creeping Attrition's slow. Barrier and Unstoppable are NOT covered by this weapon — bring a Barrier Special (e.g. Arbalest or a Barrier-frame pulse) and an Unstoppable Heavy (Aggressive/High-Impact frame) so all three champion types are covered with the scout free to control the room.
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 (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (5/10)
Stasis Resistance1efill
Reduces incoming Stasis damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (5/10)
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 Scavenger3e
Stasis weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (7/10)
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
Distribution3e
Reduces all ability cooldowns when using your class ability near targets.
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: subclass element. - **Anti-Champion:** none needed for Overload (intrinsic); reserve arms/other mods for the two off-slot weapons.