Solo/GM primary that slows, freezes, and shatters its own targets — plus self-sufficient Overload coverage
✓ Manifest Stasis · Primary · 260 RPM · Overload
Weapon: Wicked Implement (Scout Rifle · Primary/Special — see Verify · Stasis) · Subclass: Revenant (Stasis) · Role: Solo/GM primary that slows, freezes, and shatters its own targets — plus self-sufficient Overload coverage Sandbox: 9.7.0 · Created 2026-06-16
A Stasis scout that freezes the room by itself. Land four-ish rapid precision hits and the target is slowed; keep firing and slow stacks to freeze, which the same gun then shatters. Creeping Attrition is also 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 (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; enough slow stacks freeze the target. The catalyst closes the loop — precision kills drop a Stasis crystal (Headstone) which you then shatter for AoE, and any Stasis shards you stand near overflow the mag (Hadopelagic Tribute), so the gun reloads itself in a Stasis fight. The slow application is intrinsic Overload stun — no seasonal mod, no Unstoppable round required.
Loadout
Slot
Pick
Why
Subclass
Revenant (Stasis Hunter)
Every verb the gun wants — Slow, Freeze, Shatter, Stasis shards — is native here.
Super
Silence and Squall
Silence freezes a pack; Squall is a roaming storm that slows/freezes/damages — both feed Headstone shatters and the slow loop.
Class ability
Gambler's/Marksman's Dodge
Dodge is the Bakris teleport trigger; Winter's Shroud makes the dodge itself slow.
Melee
Withering Blade
Ricocheting shuriken that slows/freezes — a second slow source to top targets to freeze without the gun.
Grenade
Duskfield
With Touch of Winter it's larger and pulls enemies in — group them, slow them, then scout-rifle the cluster.
Aspect 1
Winter's Shroud
Dodging slows nearby targets (and briefly boosts class-ability regen) — free slow + the Bakris-teleport carrier. 2 Fragment slots.
Aspect 2
Grim Harvest
Defeating slowed/frozen targets drops Stasis shards; picking them up grants Frost Armor (DR) and, via the catalyst's Hadopelagic Tribute, overflows the mag. Survivability + free reloads, not melee. 2 Fragment slots.
Fragments (4 slots)
Whisper of Hedronshuge weapon stat/AA/stability spike after you freeze — turns the post-freeze scout into a laser
Whisper of RendingPrimary-ammo weapons do increased damage to frozen targets and Stasis crystals — straight onto Wicked Implement and your Headstone crystals
Whisper of Fissuresbigger shatter burst when you destroy a crystal/frozen target — pays off every Headstone
Whisper of ChillStasis weapon final blows have a chance to make a Stasis shard — more shards → more mag overflow (catalyst) + more Grim Harvest Frost Armor
Why this works (the mechanics)
The gun is a closed Stasis loop. Precision hits → Slow → Freeze; precision kills → Headstone crystal; shards from kills (Grim Harvest / Whisper of Chill) → catalyst overflows the mag. You slow, freeze, shatter, and reload off one weapon — the subclass just amplifies each step.
Overload coverage is intrinsic, not borrowed. Creeping Attrition's slow is the Overload stun. Under Anti-Champion 2.0 that means a single Primary handles Overload with no Unstoppable/anti-barrier mod burned — freeing your other two slots for Barrier/Unstoppable frames.
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 created.
Mask of Bakris is two buffs in one. Its shift-dodge cloaks and repositions (engage/disengage GM lanes), and after shifting your Stasis weapons gain a stacking damage bonus — applied directly to Wicked Implement. Final blows under the bonus 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 → massive weapon stat spike → the scout's already-tight precision becomes hitscan-tier for the follow-up shots that shatter and chain.
Two slow sources beyond the gun guarantee freezes. Winter's Shroud (dodge) and Withering Blade stack slow onto a target the gun has already slowed, forcing the freeze faster on tanky majors/champions.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons is the priority — it scales the scout's PvE damage and stacks with Hedrons and the Bakris buff. Class feeds dodge uptime (the Bakris teleport + Winter's Shroud slow). Health for GM survivability under the slow/freeze CC blanket.
Archetypes: Weapons/Class-favoured pieces (Powerhouse/Specialist). Mods: Scout Rifle Loader + Scavenger, Stasis Weapon Surge ×2 on boots (straight onto Wicked Implement), Stasis siphon (Stasis kills → Orbs feeding Bakris), Orbs of Restoration, a Class Font to keep dodge online.
Where it shines
Solo / GM Nightfalls: intrinsic Overload + self-reloading mag + room-wide slow/freeze is exactly the lane-control a primary GM weapon wants. Bakris's shift is a panic-disengage.
Champion coverage:Overload — handled intrinsically by Creeping Attrition's slow. Barrier and Unstoppable are NOT covered by this weapon — pick the other two slots to cover them (Anti-Champion 2.0: stun is intrinsic to weapon archetypes, so e.g. a Precision/Adaptive frame → Barrier, an Aggressive/High-Impact frame → Unstoppable).
Add-dense control content: Duskfield pull → Squall storm → Headstone crystals → Fissures shatters cascades a frozen pack into orbs and shards.
### The other two weapon slots
Energy/Special: a Barrier-stunning frame (Precision/Adaptive archetype) to cover the champion Wicked Implement can't — e.g. an Adaptive Pulse or a shield-piercing exotic. Stasis element preferred to keep Bakris/Surge synergy.
Heavy: an Unstoppable-stunning Heavy (Aggressive/High-Impact frame) for the third champion type and boss damage — a Machine Gun or Aggressive Sniper. Between the two, 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 Siphon1e
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 Scavenger3e
Stasis weapons get bonus reserves when picking up ammo used by that weapon.
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 (5/10)
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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).