Spider-Hunter. You never touch the ground for long — grapple in, air-slam a whole room into suspension, whip a Rope Dart through the stragglers, and grapple back out. Woven Mail is stapled to every one of those verbs, so you brawl at melee range wearing armour that never lapses.
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 helmet turns Woven Mail from an occasional buff into your default state. Every grapple — and on Widow's Silk you carry two grenade charges, so grapple is constant — refreshes Woven Mail's damage resistance and flinch immunity, and while it is up your kills top your health back off. That last clause is the quiet engine: it lets you fight face-first at melee range instead of poking, because the same aggression that suspends the room also heals you and re-arms the buff. Cyrtarachne is not the only Woven Mail source here (Ensnaring Slam, Thread of Warding, and the Rope Dart all feed it too), but it is the cheapest and most spammable one, so the buff simply never gaps while you are playing the build as intended.
Loadout
Slot
Pick
Why
Subclass
Threadrunner (Strand)
Strand Hunter — grapple, suspend and Woven Mail are all native verbs.
Refunds melee energy near enemies, keeping the Rope Dart online.
Movement
Triple Jump
Maximum airtime to line up Ensnaring Slam and mid-Super grapples.
Melee
Threaded Spike (Rope Dart)
The Threadrunner melee — a returning whip that sticks and severs through a whole line.
Grenade
Grapple
Grenade-slot mobility that grants Woven Mail on activation via the helmet.
Aspect 1
Widow's Silk
Adds a second grenade charge (two grapples) and drops a Grapple Tangle at the grapple point.
Aspect 2
Ensnaring Slam
Air-slam that consumes class energy to suspend everything nearby and grants Woven Mail.
Fragments
Warding · Generation · Transmutation · Mind
Woven Mail uptime, grenade regen for more grapples, Tangle generation, and dodge refunds.
Exotic armour
Cyrtarachne's Facade
Woven Mail on every grapple + healing on kills while it is active.
Weapons
Quicksilver Storm + Strand special + Strand heavy
Quicksilver feeds Energy Acceleration's Unstoppable coverage; Strand weapons pair with the artifact verbs.
Fragments
Thread of WardingOrb pickup grants Woven Mail
Thread of Generationdealing damage generates grenade energy
Thread of Transmutationweapon final blows create a Tangle while you have Woven Mail
Thread of Minddefeating suspended targets grants class ability energy
Why it works (the mechanics)
Woven Mail from four independent sources means it never gaps. Cyrtarachne grants it on grapple, Ensnaring Slam grants it on suspend, Thread of Warding grants it on any Orb pickup, and the Rope Dart feeds the loop too. Redundant sourcing — not a bigger number — is what makes the defensive layer feel unbroken; whichever verb you use next, the buff is already refreshed before the last one expires.
Ensnaring Slam is a room-wide stun on your class-ability button. Suspended targets cannot move, shoot, or use abilities, so the air-slam is functionally a crowd-control ultimate you get on a cooldown. Because it also grants Woven Mail on the suspend, the same input that locks the room also re-arms your survivability, and Thread of Mind refunds class energy when you clean up the suspended targets.
Grapple is grenade-economy mobility with a Woven Mail rider. Widow's Silk gives you two grapple charges and drops a Grapple Tangle at each grapple point, while Thread of Generation regenerates grenade energy from any damage you deal. The result is a near-permanent supply of grapples, each of which repositions you and refreshes the helmet buff.
Shieldcrush pays out because Woven Mail is always up. The artifact mod boosts melee recharge and damage while you hold Woven Mail, Frost Armor, or a Void Overshield — a condition most builds satisfy only intermittently, but this one holds continuously. So the Rope Dart and grapple melee recharge faster and hit harder as a permanent baseline, not a burst.
Thread of Transmutation converts sustained fire into Tangles. While Woven Mail is up, your weapon final blows create Tangles; those Tangles feed Threaded Blast (bigger explosions) and Tangled Web (Strand-debuff kills that make Tangles suspend nearby targets), closing a second suspend loop on top of Ensnaring Slam.
Champion answers are baked into the kit, not bolted on. Suspend neutralises Unstoppables outright; on top of that, Pack Tactics has Threadlings stun Unstoppables at max stacks and Energy Acceleration turns Quicksilver Storm's micro-missiles into an Unstoppable-breaking shockwave — so the build carries formal Unstoppable stuns without spending a weapon mod on them.
Stats & mods
Grenade 200 → Melee → Class. Demolitionist/Skirmisher lean — Grenade first because the whole loop runs on grapple uptime, Melee second for the Rope Dart and Shieldcrush payoff, Class third because both Ensnaring Slam and Gambler's Dodge draw on class-ability energy.
Mods:
Boots: Grenade Kickstart ×2 — refunds grenade energy on cast for faster grapple returns.
Arms: Heavy Handed — melee final blows return melee energy and spawn an Orb (feeds Thread of Warding).
Chest: Resistance mods (Concussive Dampener / elemental resist) — cheap layered DR under Woven Mail.
Class item: Recuperation + Bomber — health on Orb pickup and a little grenade energy on class-ability use.
Surge: Strand Surge — matches the primary weapon verbs and Silkstrike's element.
Anti-Champion: Intrinsic — suspend (Ensnaring Slam / Tangled Web) plus Pack Tactics and Energy Acceleration cover Unstoppable; bring anti-Barrier / anti-Overload on your weapons for the rest.
Artifact — Implement of Curiosity
The Strand artifact and the natural home for this build's entire verb loop — Suspend, Tangle, Threadling and Sever all live in its pools, and its Threadling line adds a formal stun to the Unstoppables suspend already neuters.
Picks (2/3/2):
Tier 1: Horde Shuttle · Pack Tactics
Tier 2: Threaded Blast · Energy Acceleration · Elemental Coalescence
Tier 3: Shieldcrush · Tangled Web
Horde Shuttle spawns sever-Threadlings when you damage unravelled targets, feeding both Tangled-Web Tangle generation and Thread of Mind's suspend-kill economy.
Pack Tactics ramps Threadling damage and, at maximum stacks, has those Threadlings stun Unstoppable Champions — the formal stun that backs up your suspend.
Threaded Blast enlarges Tangle explosions, so the Tangles Thread of Transmutation and Widow's Silk keep producing hit as area damage.
Energy Acceleration turns Quicksilver Storm's micro-missiles into Kinetic shockwaves that break Unstoppable Champions — a second, weapon-based Unstoppable answer.
Elemental Coalescence makes kills drop Elemental pickups matching your Super element, feeding the ability economy that grapple and Ensnaring Slam run on.
Shieldcrush is the identity pick: with Woven Mail permanently up, your melee recharges faster and hits harder as a constant, not a window.
Where it shines
Add-dense PvE — Vanguard Ops, Nightfalls, dungeon and raid clear rooms — where a room-wide suspend plus permanent Woven Mail turns a mob into a stationary, safe cleanup.
Survival-focused content — the never-gapping DR and kill-healing let you hold aggressive positions instead of retreating between cooldowns.
Not a boss-DPS build — grapple-melee boss damage was made additive and reduced in 9.7.0; this is a control/clear build, so bring a separate heavy for bosses.
Champion coverage: Suspend disables Unstoppables functionally; Pack Tactics (Threadlings at max) and Energy Acceleration (Quicksilver micro-missiles) add formal Unstoppable stuns. Bring anti-Barrier and anti-Overload weapons/mods for the other two.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Strand Siphon1efill
Rapid Strand weapon final blows create Orbs of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Chest (6/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Strand Resistance2efill
Reduces incoming Strand damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (7/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Strand Weapon Surge3e
Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Strand Weapon Surge3efill
Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2efill
Automatically collects nearby Orbs of Power when you activate 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). Flex/loadout-dependent: Silkstrike's element. - **Anti-Champion:** Intrinsic — suspend (Ensnaring Slam / Tangled Web) plus Pack Tactics; Energy Acceleration cover Unstoppable; bring anti-Barrier / anti-Overload on your weapons for the rest.