A Heavy Glaive that throws its melee: the heavy attack hurls a slow homing ball of energy that locks onto whatever it touches and freezes it — and, uniquely for a Heavy weapon, it carries an intrinsic Unstoppable stun. Mask of Bakris turns Winterbite's own element into a stacking damage buff and refunds your dodge off the kills, so the loop is shift → fire the frozen ball → shatter the room → shift back → repeat. The Glaive's held shield covers the reload gap a one-shot Heavy weapon would otherwise leave you exposed in.
The weapon
Big Frigid Glaive (intrinsic, verbatim):"Fires a large ball of energy that locks onto nearby targets and freezes them. Strong against [Stagger] Unstoppable Champions."
Winterbite Catalyst — Rimestealer (verbatim):"Destroying a Stasis crystal or defeating a frozen target with this weapon grants you Frost Armor."
Winterbite isn't a projectile spammer — it's a Heavy-ammo freeze delivery system. The energy ball homes, freezes on contact (groups too, via the AoE lock), and the weapon natively stuns Unstoppable with no seasonal anti-Champion mod spent. The catalyst closes the survivability loop: every frozen kill or Stasis crystal you pop with Winterbite layers Frost Armor, which melts one stack at a time in 9.7.0 for high uptime (~35% damage resistance near full stacks). Because it is a Glaive you also keep a held shield for the reload window — the single feature that makes a one-shot-then-reload Heavy weapon survivable inside the close freeze range its ball wants to be fired at.
Loadout
Slot
Pick
Why
Subclass
Revenant (Stasis Hunter)
Native freeze / shatter / Frost Armor — every verb Winterbite produces is already a build input.
Super
Silence and Squall
Two casts: freeze the pack, then the roaming storm shatters it — a free room-wide freeze that feeds Winterbite and the shatter loop.
Class ability
Gambler's Dodge
Mask of Bakris converts it to a cloaked Shift; Stasis/frozen-kill refunds bring it back fast.
Movement
Triple Jump
Air control to line up Shatterdive-style dives and to reposition over frozen clumps.
Melee
Withering Blade (Shuriken)
Slows on hit, so Winterbite's freeze lands instantly on a pre-slowed target; cheap Stasis-shard fuel.
Grenade
Duskfield Grenade
Slow field → mass-freeze setup for the Glaive ball; pairs directly with Touch of Winter.
Aspect 1
Touch of Winter
Bigger Duskfield slow-field plus a crystal on impact; the wider field clusters targets so one Winterbite ball freezes the whole group.
Aspect 2
Grim Harvest
Stasis-shard pickup grants Frost Armor, and while it is up Stasis/Kinetic kills may shatter for AoE; taking damage with Frost Armor returns class-ability energy.
Fragments
Whisper of Rime · Whisper of Fissures · Whisper of Chains · Whisper of Refraction
Frost Armor uptime, the shatter-damage spike, extra shards, and class-ability economy.
Exotic armour
Mask of Bakris (Helmet)
Dodge → cloaked Shift; afterward Stasis weapons gain a stacking damage bonus and final blows refund class energy — it buffs Winterbite and self-funds the loop.
Weapons
Winterbite (Heavy) + a Stasis primary (Headstone/Hailstone) + a kinetic/energy frame for Barrier/Overload
The Stasis primary makes crystals, builds Frost Armor and keeps the surge matched; the third slot covers the two Champion types Winterbite doesn't.
Fragments
Whisper of Rime · Whisper of Fissures · Whisper of Chains · Whisper of Refraction
Why it works (the mechanics)
The exotic buffs the exotic weapon's element directly. Mask of Bakris: after a Shift, "your Stasis and Arc weapons gain a stacking damage bonus." Winterbite is Stasis, so the helmet you run for the dodge-shift is simultaneously a flat damage multiplier on the Glaive itself — Clarity puts the Light Shift bonus at 10% / 21% / 33% at 1 / 2 / 3 stacks. No other Hunter exotic does both jobs at once.
The Shift loop self-funds. Bakris: "Final blows with this bonus active refund class ability energy." Winterbite freezes → you shatter → frozen kill → dodge returns → Shift again to refresh the Stasis-damage stacks. The buff that powers the weapon is paid for by the weapon's own kills, and Whisper of Refraction adds class energy on every slowed/frozen kill on top.
Frost Armor stacks from two engines at once. The Rimestealer catalyst layers it on every frozen kill or crystal pop with Winterbite, and Grim Harvest stacks it every time you pick up the Stasis shards your slowed/frozen kills drop. Whisper of Rime extends duration and raises the stack ceiling so it sits near full, and at high stacks the ~35% DR makes a Heavy-melee weapon that drags you into the open genuinely survivable.
Unstoppable is intrinsic — no mod tax. Anti-Champion 2.0 makes stun an archetype/exotic property, and Winterbite carries its own Unstoppable stun, so you spend zero artifact slots on it and a target that is both frozen and Unstoppable-stunned is doubly locked down.
Freeze → shatter is the AoE. One homing ball freezes a Touch-of-Winter clump; Whisper of Fissures "increases the damage and size of the burst of Stasis when you destroy a Stasis crystal or defeat a frozen target," and Silence and Squall converts the frozen pack into a chain of shatters — so the scarce Heavy ammo clears far more than one body per shot.
The Glaive shield covers the Heavy-weapon flaw. A one-to-two round magazine on a Heavy melee weapon would be suicidal up close; holding block through the reload, under a standing layer of Frost Armor, lets you brawl in the short range the freeze ball is designed for.
Stats & mods
Weapons 200 → Class → Health. Weapons lifts Winterbite's PvE damage on top of the Bakris stack; Class keeps the Shift — which is both your damage buff and your escape — on a short leash, with Refraction and Bakris refunds topping it up; Health is the cheap dump because Frost Armor backstops it. The archetype lean is a Weapons-primary roll with a Class secondary.
Mods:
Boots: Stasis Scavenger (Winterbite is Heavy — reserves matter) + Orbs of Restoration for ability uptime.
Arms: Heavy Ammo Finder / Heavy Hand-style economy, plus Melee Font if you lean on Withering Blade for shards.
Chest: Resist mods (Concussive Dampener / elemental resist) sitting under the Frost Armor layer.
Class item: Powerful Attraction (the Shift vacuums up shards and Orbs within range) + Bomber/Reaper.
Surge: Stasis Weapon Surge ×2 — straight onto Winterbite, stacking with the Light Shift damage bonus.
Anti-Champion: none needed — Unstoppable is intrinsic to Winterbite; the artifact's Kinetic-impact Unstoppable is a free backup, and the third weapon slot is reserved for Barrier/Overload.
Artifact — Slayer Baron Apothecary Satchel
The dedicated Stasis artifact: it turns Winterbite hits into Frost Armor and Stasis Shards, then pays off the freeze-and-shatter the Glaive is built around. Unstoppable is already intrinsic to the weapon, so the whole pool can fund the loop.
Picks (2/3/2): Wind Chill, Crystalline Converter / Frost Renewal, Hail The Storm, Curative Orbs / Brain Freeze, Served Cold
Wind Chill (T1): "Rapid Stasis Weapon hits grant you a stack of Frost Armor; hits against slowed or frozen targets also create a Stasis Shard." The Glaive and the Stasis primary both feed Frost Armor and the shard economy directly.
Crystalline Converter (T1): a post-class-ability Stasis final blow creates a Stasis Shard — the Bakris Shift loop triggers it for free, and gathered shards arm a crystal-spawning melee.
Frost Renewal (T2): while you have Frost Armor, taking critical damage freezes nearby foes and grants more Frost Armor — brawl insurance for a close-range Heavy melee weapon.
Hail The Storm (T2): "Shattering frozen targets and Stasis crystals deals increased damage" and drops slowing shards — straight onto the freeze→shatter AoE.
Curative Orbs (T2): shield breaks make an Orb of Power and elemental/Orb pickups heal you, keeping the Armor Charge and health economy fed.
Brain Freeze (T3) + Served Cold (T3): frozen foes emit slowing fog to widen each clump's CC, and Stasis-shard pickup grants class-ability energy — the shard flood from Grim Harvest / Wind Chill funds the Shift.
Where it shines
GM / -30 to -40 endgame: intrinsic Unstoppable stun + freeze CC + ~35% Frost Armor DR is exactly the toolkit hard content rewards, and Winterbite is one of very few Heavy options that is also a Champion stunner and a hard-CC tool.
Add-dense rooms: Touch-of-Winter Duskfield pull → one ball freezes the clump → Whisper of Fissures / Hail The Storm shatter clears it — strong boss-room ad management while you swap to a DPS weapon.
Solo: the Frost Armor + freeze + cloaked Shift triad is forgiving when there is no team to peel for you.
Champion coverage:Unstoppable — Winterbite, intrinsic (the artifact also grants Unstoppable on Kinetic impacts as backup). Barrier and Overload are not covered by this loadout — carry an anti-Barrier and/or anti-Overload frame in the third slot. Flagged.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Stasis Siphon1efill
Rapid Stasis weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (6/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Chest (5/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Stasis Resistance1efill
Reduces incoming Stasis 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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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 (4/10)
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
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.
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: stacking with the Light Shift damage bonus. - **Anti-Champion:** none needed — Unstoppable is intrinsic to Winterbite; the artifact's Kinetic-impact Unstoppable is a free backup; the third weapon slot is reserved for Barrier/Overload.