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Strand

Aegis Weave — Silkstrike (Strand Hunter)

Fireteam Woven Mail tank/support — grapple-fed permanent DR for the whole team (dual-exotic with The Navigator)
Cyrtarachne's Facade on light.gg

Centerpiece: Cyrtarachne's Facade (Helmet) · Subclass: Threadrunner · Role: Fireteam Woven Mail tank/support — grapple-fed permanent DR for the whole team (dual-exotic with The Navigator) Sandbox: 9.7.0 · Updated 2026-07-03

Paint the fireteam with Woven Mail straight off the Navigator's beam, then keep it on yourself by grappling on a loop. Cyrtarachne turns every grapple into more Woven Mail, and Tablet of Ruin's To Shreds re-broadcasts it from every severed kill. The result is three independent Woven Mail sources feeding a team that almost never drops out of damage resistance, while you stand in the open and tank the room. This is the support half of Cyrtarachne — the brawler half lives in the Widowmaker build.

The exotic

Cyrtarachne's Facade (Helmet) — Acrobat's Focus: Activating Grapple grants Woven Mail. While active, Woven Mail provides flinch resistance and health when defeating targets.

The Navigator (Trace Rifle) — Protective Weave: Firing this weapon at an ally grants Woven Mail to both the user and the target. Deals more damage while you have Woven Mail.

Weft Cutter: Dealing sustained damage severs the target.

The Navigator Catalyst — Gordian Knot: Special reload and then fire to create a Grapple Tangle at the targeted point.

This is a two-exotic engine (one exotic armour piece plus one exotic weapon is legal). Cyrtarachne's Facade converts your Grapple into a 10-second Woven Mail buff plus 10 HP, and while that buff is up you gain flinch resistance and heal on kills — so grappling is both your damage-resistance button and your steadying button. The Navigator does the fireteam half: sweeping its beam across a teammate grants Woven Mail to them and you at once, and it deals bonus damage the whole time you personally hold Woven Mail. Weft Cutter lets sustained fire sever a hard target, and the Gordian Knot catalyst plants an on-demand grapple point so you can re-trigger Cyrtarachne without spending grenade energy. Together they keep Woven Mail permanently painted across the fireteam.

Loadout

SlotPickWhy
SubclassThreadrunner (Strand)Strand's grapple + Woven Mail toolkit is the whole build; every source keys off it.
SuperSilkstrikeStrand rope-dart room-clear that repositions on the grapple-cancel; severed/Strand kills refund it via Elemental Supercharger.
Class abilityGambler's Dodge (flex)The loop runs on grapple, not dodge; Gambler's refunds Threaded Spike (which severs to feed the sever chain). Marksman's is fine too.
MovementTriple Jump (flex)Player preference; not load-bearing to the loop.
MeleeThreaded SpikeReturning rope-dart that severs and ricochets — a free Strand debuff that feeds To Shreds and Harsh Refraction.
GrenadeGrapple (required)The loop's trigger: every grapple procs Cyrtarachne's Woven Mail and, via Widow's Silk, drops a Grapple Tangle.
Aspect 1Widow's Silk+1 grenade charge and your Grappling Hook creates a Grapple Tangle — doubles grapple economy and seeds the Tangle engine.
Aspect 2Ensnaring Slam (champions/tank)Air-dive suspends all nearby targets (Unstoppable lock) and grants you Woven Mail; swap to Whirling Maelstrom in add-dense rooms to cash the Tangle surplus.
FragmentsGeneration · Warding · Continuity · TransmutationGrapple uptime, an extra Woven Mail source, longer sever, and a self-feeding Tangle economy.
Exotic armourCyrtarachne's Facade (Helmet)Grapple → 10s Woven Mail + 10 HP + flinch resistance + kill-healing; the personal DR anchor.
WeaponsThe Navigator (Energy) + flex Strand primary + flex boss HeavyNavigator is the team-buff engine; a Strand primary severs while it reloads; a Heavy covers the damage phases it can't.
Fragments

Why it works (the mechanics)

Stats & mods

Grenade 200 → Health → Weapons. Grenade drives grapple uptime (the loop's trigger), Health is your tank stat (more EHP under Woven Mail), Weapons rides on top of the Navigator's Woven Mail damage bonus. Lead with a Siegebreaker (Health/Grenade) archetype and slot a Gunner or Powerhouse piece for the Weapons third — Thread of Generation plus the continuous beam mean even a moderate Grenade stat keeps grapple online.

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2): Unraveling Orbs + Elemental Siphon — Harsh Refraction + Vile Weave + Horde Shuttle — To Shreds + Elemental Supercharger

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Strand Siphon 1e fillRapid Strand weapon final blows create Orbs of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
Grenade Kickstart 3e fillWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Chest (6/10)Strand Resistance 2e fillReduces incoming Strand damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (5/10)Insulation 1eReduces class ability cooldown each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Strand Weapon Surge 3eYour Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)Distribution 3eReduces all ability cooldowns when using your class ability near targets.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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: ability cooldowns for more Ensnaring Slam.