Destiny 2 Revenant Hunter Stasis PvE Build
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Destiny 2 Hunter Stasis PvE Build – Revenant Assassin – Season of the Splicer

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Season of the Splicer has brought some new weapons and perks into Destiny 2, but also new Stasis fragments and an Aspect and some powerful Artifact Mod’s.

The new season is always a good time to mix some old with some new and play around with a different build to change the game up a little bit.

I usually run Nightstalker on Hunter, switching between top and bottom tree, but this season I wanted to change that up.

Initially, I planned on going Arcstrider with largely the build you’re about to see (weapon and mod wise), but that has changed. The Arcstrider is still fun, but this Stasis build has been an absolute blast that has combines several different things into one killing machine.

This is the Revenant Assassin.

Destiny 2 Revenant Assassin Build

A large portion of this build is specific to Season of the Splicer due to the Artifact Mod’s used, so it won’t be as powerful in future seasons though we’ll tweak the guide as needed going forward.

First things first, the basics. Of course our subcass is Revenant Stasis:


  • Gambler’s Dodge: Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
  • Triple Jump: While airborne, sustain your air control with a second or third jump.
  • Withering Blade: Toss a Stasis Shuriken at targets to damage and slow them. Provides multiple charges.
  • Duskfield Grenade: A grenade that shatters on impact, leaving behind a field that slows targets and freezes those who do not leave the volume.


  • Grim Harvest : Defeating slowed or frozen combatants creates Stasis shards. These shards grant melee energy when picked up by you or your allies.
  • Touch of Winter: Duskfield Grenade increases slow-field size and creates a small Stasis crystal on impact.

Touch of Winter was the new Aspect added this season. We’re using these because they both allow two Fragment Slots.

The shards from Grim Harvest are an important part of this build, as you’ll see in the Fragments below.


  • Whisper of Durance: Slow from your abilities lasts longer. For those abilities that linger, their duration will also increase. +10 Strength
  • Whisper of Rime: Collecting a Stasis shard grants a small amount of overshield, which falls off after 10 seconds. Collecting additional shards adds to the overshield and refreshes the timer.
  • Whisper of Conduction: Nearby Stasis shards track to your position. +10 Resilience, +10 Intellect
  • Whisper of Impetus: Damaging targets with a Stasis melee reloads your stowed weapons and grants you a temporary boost to weapon ready speed.

Half of our Fragments involve those Shards created from Grim Harvest. Our melee, grenade and Super creates the shards, you get the overshield that lasts for 10 seconds, can be refreshed, and can go from a small overshield to a maximum one (covers the entire health/shield bar). Whisper of Conduction lets these Shards come to use, within a reasonable distance, without having to actually run over them.

Whisper of Impetus says it reloads stowed weapons, which would imply the two weapons you didn’t have out when you threw the Shuriken. It will reload them, but it also reloads your currently equipped weapon as well. This basically allows us to run two exotic armor pieces (to a degree) because it’s exactly what Sealed Ahamkara Grasps does only better.

Sealed Ahamkara Grasps reloads your currently equipped weapon. SAG only reloads your currently equipped weapon, whilst Impetus will reload all of them. Both have a cool down. The only thing SAG has over Impetus is that the melee doesn’t have to be a charged melee.

Destiny 2 Revenant Assassin Build

Now that we know how the Stasis Aspect of the build works, we’ll move on to the Revenant Assassin loadout starting with our exotic armor piece, switching to weapons, and then coming back to look at our armor mods.

As you would assume from the name of the build, the star exotic armor piece here is the helmet…

Assassin’s Cowl

Vanishing Execution – Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.

If we get a kill with our Withering Blade or a finisher against a red bar enemy, we get five seconds of invisibility. A major will get us 10 seconds. Champions and higher tiers will net a whopping 15 seconds of invisibility and restore to your health and shields.

We have two melee charges and can dodge near enemies every 11 seconds to get a melee charge. We’re going invisible, getting health, and these charged melee kills are reloading our weapons and creating Shards that give us more shields in the form the overshield.

With all the healing, overshield and invisibility we’re extremely strong defensively once the ball gets rolling. Our weapons and mods make us incredibly powerful offensively. The end result is a ninja tank that nukes the battlefield.


You of course have all the leeway in the world with the weapons you use. The crux of the build is the way the Stasis subclass is setup and the Assassin’s Cowl so by no means is the following saying you got to use these weapons or it doesn’t work. Use what you want to use.

With that said, here’s my loadout mostly:

  • Seventh Seraph Officer Revolver: This is a Precision Frame/180rpm kinetic Hand Cannon. Mine has Fourth Time’s The Charm and Vorpal Weapon.
  • Truthteller: Lightweight Frame handheld grenade launcher with remote detonation. It’s Void, mine has Spiker/Blinding Grenades, Auto Loading Holster and Multikill Clip. I also rock Empty Vessel and Salvager’s Salvo in this slot and they all work just the same (you just need to switch back to Seraph revolver when using Salvo to make the Warmind Cells).
  • Anarchy – Exotic, you know the one. If you don’t have it, a Memory Interdict with Chain Reaction works well or just use Xenophage, Deathbringer or a solar rocket launcher with Lasting Impression or Chain Reaction.

The grenade launchers are just a ton of fun to use and with our armor mods can all make Warmind Cells, which is a key part of our offense here.

Armor Mods

The only stat that really maters to me is Mobility. So all of my armor except for the cloak has a Mobility mod to get me to 100 Mobility, allowing for that 11 second dodge cooldown.

As for armor I don’t care about your stats, but you absolutely need two Solar affinity pieces for this build to work.


Grenade Launcher Ammo Finder and Warmind’s Decree. Warmind’s Decree comes from the final node of the Artifact during Season of the Splicer. Void splash damage final blows have a chance to create Warmind Cells. I use Warmind’s Decree if I’m using the Truthteller. If I’m using Empty Vessel or Salvo, I’ll swap it out for Chosen of the Warmind (because my helmet is Arc affinity). Destroying a Warmind Cell creates a concussive blast that pushes enemies away. Not needed, but it’s one energy and allows for running a second Ammon Finder. If had a Void Assassin’s Cowl, I’d rock Grasp of the Warmind when not using Warmind’s Decree. If it were Solar, I’d use Burning Cells.


I have Grenade Launcher Reloader and Rage of the Warmind (Adds additional Solar damage to the explosions of the Warmind Cells you destroy). Basically the Warmind Cells deal more damage. If I’m doing challenging activities with Champions, I’ll take off the reload and rock whatever barrier mod I need. Rage of the Warmind is a necessity as the Solar damage will help create more Warmind Cells. You need Solar affinity for this mod, but of course it doesn’t have to be on your gauntlets.


Here I have two Grenade Launcher Ammo Reserves and Wrath of Rasputin. In challenging activities, I’ll switch off one or both of the reserves in favor of either Solar resistance, sniper resistance and/or concussive dampener. Wrath of Rasputin allows Solar splash damage final blows to have a chance to create Warmind Cells. This allows things like Empty Vessel or Xenophage, amongst others, and the Warmind Cells themselves with Rage of the Warmind to spawn Warmind Cells. This mod is a necessity for this Warmind build, and requires Solar affinity.


Because I wanted 100 Mobility, I have to rock Powerful Friends and Invigoration on the boots. If you don’t care about max mobility or can get there without having to use Powerful Friends then you can slot in another Warmind Cell mod or even an Elemental Well mod. I also rock a Grenade Loader Scavenger mod (this season only one energy) and a Mobility mod.


And finally we have the cloak, one of our most important pieces. Here we have Global Reach to help out the Warmind Cells reach a larger distance (it only cost one energy) and the heavy hitter, Breach and Clear. When using a Grenade Launcher, damaging a boss, Champion or breaking a combatant’s shield reloads your stowed weapons and causes the combatant to take increased damage for a short duration. It applies a debuff to those enemies affected (boss, champion, combatant’s whose shield you break) that results in 30% increased damage against them and last for 10 seconds. It takes up a whopping nine of your cloak energy though.

So offensively, we’ve got Warmind Cell’s for days absolutely nuking everything. We can debuff champions and bosses at will, and thanks to Anarchy applying constant DoT damage that will reproc the debuff once it runs out.

Our charged melee is slowing or killing enemies, which in turn heals us, makes us invisible, gives us an overshield and reloads all of our weapons.

The Revenant Assassin has high survivability and tankiness with the overshield, a way to go invisible for up to 15 seconds, multiple ways to slow and freeze enemies and of course wiping out or severely weakening everything on screen with the Warmind Cells. It is a super powerful build that allows for great defense coupled with an aggressive offense and can be used in all difficulties of PvE activities.

Try it out, it is a lot of fun.

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