← All builds
Strand

Decoy — Balance of Power (Strand Hunter)

Tanky Threadling-decoy control / survivability add-clear

Anchor: Balance of Power (Legs) · Subclass: Threadrunner · Role: Tanky Threadling-decoy control / survivability add-clear Sandbox: 9.7.0 · Created 2026-06-16

Throw your class ability down and walk away. The decoy soaks the room's attention while you vanish from radar beside it; every bullet that hits it 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.

Loadout

SlotPickWhy
SuperSilkstrikeStrand's only Hunter super; roaming whip for when the decoy game needs a panic button. (Subclass is super-flexible — Silkstrike is just what Threadrunner brings.)
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 + faster cooldown if you want the decoy back sooner.
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; pairs with the decoy's seeker flood. (Grapple is fine if you'd rather have mobility — the grenade slot is open.)
Aspect 1Threaded Specter (mandatory)Class ability → Strand decoy that draws aggro and, when damaged or approached, detonates into Threadlings. Scales with Class stat at 100+. 2 Fragment slots.
Aspect 2Whirling MaelstromDestroying a Tangle weaves a writhing Strand mass that seeks and kills, emitting Unraveling projectiles — turns the Tangles your decoy/Threadlings generate into a second autonomous killer. 2 Fragment slots.
Fragments (4 + 1 from gear energy)

Exotic — Balance of Power (Legs)

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.

Three changes, and all three reinforce the same fantasy. Increased duration = the decoy is a fixture, not a flicker — it stays the room's focus long enough to matter. Increased durability = enemies have to commit fire into it, which is exactly what you want, because damaging it releases additional Threadlings — so the harder they shoot the decoy, the more seekers spawn back at them. And no radar near the decoy means the AI's attention and the player's attention both land on the clone, not on you standing a few metres off. The exotic doesn't add a new verb; it makes the Threaded Specter loud, sturdy, and a Threadling fountain while making you quiet.

Why this works (the mechanics)

Weapons

Stats & archetypes

Class 100+ is non-negotiable — it's both the decoy's damage multiplier and its uptime. Target Class 130+ → Grenade ~100 (Threadling grenade economy) → Weapons. Health is the safe dump stat: you already run Woven Mail (two sources) plus radar denial plus a decoy soaking aggro, so flat Health DR is the least of your defensive layers.

Archetypes: Specialist (Class/Weapons), Grenadier/Demolitionist (Grenade/Class). Mods: Class Font + Grenade Font to hit the targets, Recuperation / Better Already for orb-pickup healing, Strand surge on boots, and an orb-pickup ability mod (Orbs of Restoration) to keep Thread of Warding fed.

Set bonus (optional)

Pure garnish — the build is complete without one. If your rolls already carry Class/Grenade, any set with a Strand-/Threadling-/Woven-Mail-adjacent 2pc is fine filler; don't chase a 4pc and don't trade away the Class-100 floor for it. The decoy + Whirling Maelstrom + Woven-Mail loop is the engine; sets only flatter it.

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)Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
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)Better Already 1eYour health begins to regenerate immediately after picking up an Orb of Power.
Recuperation 1eReplenishes health 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)Class Font 3eYou gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces 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).

The loop