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Strand

Decoy — Balance of Power (Strand Hunter)

Off-radar decoy control / tanky Threadling add-clear
Balance of Power on light.gg
Your gear best achievable Class 155 / 100 target — gear ready
Health 73 · Melee 54 · Grenade 41 · Super 8 · Class 155 · Weapons 74 · armour only; stat mods + fragments add more

Centerpiece: Balance of Power (Legs) · Subclass: Threadrunner · Role: Off-radar decoy control / tanky Threadling add-clear Sandbox: 9.7.0 · Updated 2026-07-03

Throw your class ability down and walk away. The decoy soaks the room's attention while you vanish from radar beside it; every hit it eats bleeds Threadlings, and Balance of Power makes the clone tankier, longer-lived, and a bigger seeker-factory than anyone shooting it expects. You are never where the fire is — the fight is happening at a Strand puppet you left behind.

The exotic

Double Down: Your Threaded Specter has increased duration and durability, and damaging it releases additional Threadlings. While near your Threaded Specter, you do not appear on radar.

Grants the following to Threaded Specters: 50% [25%] Damage Resistance (bypassed by damage from you); 34% increased duration; 2 Perched Threadlings. Perched Threadlings are released when the Specter takes 40 damage. Destroying the Specter releases both Threadlings. Being within 15 meters of your own Specter grants the 'Hidden' buff which removes you from enemy radar. Decreases Class Ability Regeneration Speed by 50% for 19 seconds upon Class Ability usage.

Three changes, one fantasy. Increased durability (a flat 50% damage resistance in PvE, bypassed only by your own fire) means the decoy survives long enough to keep absorbing, and 34% increased duration keeps it planted as the room's focus instead of a flicker. While it lives it carries 2 Perched Threadlings that fire off every time it soaks 40 damage — so the harder enemies commit into it, the more seekers spawn back at them, and destroying it dumps both remaining Threadlings at once. The 'Hidden' buff within 15 metres pulls you off enemy radar, so both the AI's aggro and a rival player's tracking anchor to the clone, not to you. The cost is a -50% class-ability regen for 19s on cast — the decoy is durable, not spammable, so lean on Class stat to claw the cooldown back.

Loadout

SlotPickWhy
SubclassThreadrunner (Strand)Strand Hunter — the only subclass with Threaded Specter, the decoy this whole build is built around.
SuperSilkstrikeStrand's roaming rope-dart whip; the panic button for when a room gets ahead of the decoy loop.
Class abilityMarksman's / Gambler's DodgeActivating the class ability is what spawns the Threaded Specter — this is the build's trigger; Gambler's for the melee refund, Marksman's for the reload.
MovementTriple JumpExtra mid-air adjust to peel off the decoy and reposition into the quiet; swap to High/Strafe to taste.
MeleeThreaded Spike (Rope Dart)Catching the returning dart grants Woven Mail (9.7.0) — a second DR source independent of the fragment loop.
GrenadeThreadling GrenadeMore Threadlings in the air, stacking on the decoy's seeker flood; Grapple is fine if you'd rather have the mobility.
Aspect 1Threaded SpecterClass ability leaves a Strand decoy that draws aggro and detonates into Threadlings when damaged or approached — its damage scales with Class stat at 100+.
Aspect 2Whirling MaelstromDestroying a Tangle weaves a writhing Strand mass that seeks, kills, and sprays Unravel — a second autonomous killer fed by the Tangles the loop makes.
FragmentsWarding · Generation · Continuity · Transmutation · RebirthWoven Mail engine, grenade economy, longer Unravel/sever, Tangle generation, and free Threadlings on Strand kills.
Exotic armourBalance of Power (Legs)Makes the decoy tanky, long-lived, and a Threadling fountain while hiding you on radar beside it.
WeaponsStrand primary + open special/heavyA Strand primary feeds Rebirth and Transmutation; the decoy and Threadlings carry add-clear, so bring a special for majors and a heavy for bosses.
Fragments

Why it works (the mechanics)

Stats & mods

Class 200 → Grenade → Weapons. Class is non-negotiable — it is both the decoy's damage multiplier (100+) and the counter to the exotic's -50% regen penalty. Grenade fuels the Threadling-grenade economy; Weapons rounds out damage. Health is the safe dump: you already stack Woven Mail (two sources), radar denial, and a decoy soaking aggro, so flat Health DR is your least-needed layer. Archetype lean: Specialist (Class/Weapons) or Grenadier (Grenade/Class).

Mods:

Artifact — Tablet of Ruin

Picks (2/3/2):

The Strand-native artifact, and the only pool that actually speaks this build's language — Tangle, Sever, Unravel and Threadling all have dedicated mods here, and its Strand Super-energy and weapon-economy mods keep the off-radar control loop fed. Champions are handled by weapon archetypes (Anti-Champion 2.0), so these picks amplify the seeker engine rather than chase stuns.

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 (6/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Fastball 1e fillIncreases grenade throw distance.
Chest (6/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Strand Resistance 2e fillReduces incoming Strand damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (7/10)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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Strand Weapon Surge 3e fillYour 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: the seeker economy. - **Anti-Champion:** covered by weapon archetypes (Anti-Champion 2.0) — no artifact anti-champ mod needed.