Widowmaker — Cyrtarachne's Facade + Final Warning (Strand Hunter)
Woven-Mail grapple brawler — dive in tanky, mark and unravel a pack with Final Warning, and turn the kills into Tangles that Whirling Maelstrom devours
Centerpiece: Cyrtarachne's Facade (Helmet) · Subclass: Threadrunner (Strand) · Role: Woven-Mail grapple brawler — dive in tanky, mark and unravel a pack with Final Warning, and turn the kills into Tangles that Whirling Maelstrom devours Sandbox: 9.7.0 · Updated 2026-07-03
Grapple and the world turns to silk. Woven Mail snaps on the instant you launch, so you dive into the middle of a pack flinch-immune and healing on every kill. Final Warning paints the whole cluster and unravels it; the corpses become Tangles, a Tangle becomes a Whirling Maelstrom, and the Maelstrom eats what's left while you stand there untouched. Grapple in, web them up, walk out.
The exotic
Acrobat's Focus: Activating Grapple grants Woven Mail. While active, Woven Mail provides flinch resistance and health when defeating targets.
All at Once (Final Warning): "Holding down the trigger marks targets within range and loads multiple bullets, which fire in a burst with increased stability on trigger release. Hitting a marked target with a fully charged burst will unravel them."
Cyrtarachne's Facade is the helmet and the engine: one grapple grants Woven Mail for a window (10 s per Clarity), and while it's up you get flinch resistance plus roughly 10 HP restored on every kill — everything a close-range brawler needs, and no offence of its own. Final Warning is the co-exotic that supplies the offence: a Strand Primary sidearm that holds-to-mark a whole group, dumps a burst into it, and unravels any marked target hit by a fully charged burst (unravel = bonus damage plus spreading Strand procs between nearby enemies). The two meet on Woven Mail plus Strand kills — the helmet keeps you alive in the exact melee range the weapon wants to fight at.
Loadout
Slot
Pick
Why
Subclass
Threadrunner (Strand)
Grapple, Woven Mail, Tangles, unravel and suspend all live on Strand — the verbs this whole loop trades in.
Super
Silkstrike
Roaming rope-dart Super that thrives in the melee range this build fights at and clears rooms the Maelstrom can't finish.
Class ability
Gambler's Dodge
Refunds Threaded Spike on a nearby dodge; grapple (the grenade) is the Woven-Mail trigger, so the dodge is free for the melee economy.
Movement
Triple Jump
Extra aerial control to reposition mid-dive and line up Ensnaring Slam's air-move impact.
Melee
Threaded Spike
Returning rope-dart that severs (−enemy outgoing damage) and can ricochet for ranged-ish CC.
Grenade
Grapple
The Cyrtarachne engine — mandatory. Each grapple = Woven Mail + a reposition into the pack.
Aspect 1
Whirling Maelstrom
Destroying a Tangle weaves a seeking Strand mass that emits Unravelling projectiles on its kills — the ad-clear engine. +2 Aspect energy, 2 fragment slots.
Aspect 2
Ensnaring Slam
Air-move dive that suspends nearby targets and grants you Woven Mail on the suspend — hard CC plus a second Woven-Mail source. 2 fragment slots.
Fragments
4 (see below)
Grapple uptime, Tangle generation, backup Woven Mail, and longer CC.
Exotic armour
Cyrtarachne's Facade (Helmet)
Woven Mail on grapple = flinch immunity + heal-on-kill, making the in-their-face playstyle survivable.
Weapons
Final Warning (Strand Primary sidearm) + a Strand Special + boss-DPS Heavy
Final Warning is the mark/unravel workhorse; a Strand Special keeps surges and the Tangle economy live, Heavy covers what the brawl can't chew.
Fragments
Thread of Generationdealing damage generates grenade energy — keeps grapple, and therefore Woven Mail, on tap
Thread of Transmutationwhile you have Woven Mail, weapon final blows create a Tangle — Final Warning kills feed the Maelstrom directly
Thread of WardingOrb pickup grants Woven Mail — a backup DR source
Thread of Continuitysuspend/unravel/sever last longer — the CC field lingers
Why it works (the mechanics)
Grapple buys the brawl. Grapple grants Woven Mail (flinch resistance + heal-on-kill) and repositions you into the pack in one motion. Now you can stand in melee range and ADS-burst Final Warning without flinch rattling the shot, healing ~10 HP on each kill.
Final Warning sets the table. Hold the trigger to mark the whole cluster, then release a charged burst — a marked target hit by that burst is unravelled. Unravel spreads Strand damage between nearby enemies and makes them take more, so one burst softens the entire cluster for the Tangle loop.
Kills become Tangles become a Maelstrom. With Woven Mail up, Thread of Transmutation turns Final Warning final blows into Tangles; destroy one and Whirling Maelstrom weaves a seeking Strand mass that damages targets and emits Unravelling projectiles when it kills — re-unravelling the room hands-free.
Grapple uptime is self-funding. Thread of Generation pays grenade energy for dealing damage, so the grapple — and with it Woven Mail — keeps coming back; Thread of Warding is a backup Woven Mail source off any Orb pickup.
CC stitches it together. Ensnaring Slam suspends a group and refreshes Woven Mail on the suspend; Threaded Spike severs; unravel spreads; Thread of Continuity stretches all three. Enemies are locked down while you heal through them, then Silkstrike resets a dense room.
Stats & mods
Weapons 200 → Grenade → Health. Gunner/Powerhouse lean for Final Warning throughput, with Grenade second to keep the grapple (your only DR source) cycling and Health as a floor under Woven Mail's heal-on-kill for dives that go wrong.
Mods:
Boots: Recuperation / Innervation — health and grenade energy off Orb pickups feed the grapple loop.
Arms: Sidearm Loader — faster Final Warning reloads between bursts.
Chest: Concussive Dampener / resist mods for the close-range dives.
Class item: Recuperation — Orb pickups patch health between Woven-Mail windows.
Surge: Strand Weapon Surge ×2 — matches Final Warning's element.
Anti-Champion: Overload/Unstoppable handled by suspend + sever (Ensnaring Slam, grapple-melee, Threaded Spike); bring an archetype Barrier frame on the Special/Heavy for Barrier.
The Strand/Threadling artifact — it compounds the Tangle + unravel + Woven-Mail loop:
Refresh Threads grants energy to your least-charged ability when you pick up a Tangle (with a Strand Super) or a matching Elemental pickup — more grapples, more Woven Mail.
Horde Shuttle occasionally spawns a Threadling when you damage unravelled targets, and those Threadlings sever — Final Warning's unravel becomes a Threadling factory.
Threaded Blast makes destroying a Tangle with Strand damage a larger, harder-hitting explosion — scales every Whirling Maelstrom Tangle pop.
Tangled Web suspends nearby combatants when you create a Tangle by defeating a Strand-debuffed target — your Transmutation Tangles now CC as they spawn.
Shieldcrush recharges your melee faster and buffs it while you have Woven Mail (grenade too while amplified/radiant) — directly rewards Cyrtarachne's Woven Mail.
Elemental Daze / Elemental Coalescence add champion-stun explosions and kill-sourced Elemental pickups, which Refresh Threads converts straight back into ability energy.
Where it shines
Add-dense PvE — grapple → mark → unravel → Tangle → Maelstrom is a self-sustaining room-clear that heals you as it kills.
Melee-range content where flinch would normally ruin an aggressive sidearm — Woven Mail's flinch immunity is exactly the enabler.
Champion coverage: no intrinsic weapon breaker (Final Warning breaks nothing — champion field is null in the manifest). Overload and Unstoppable are covered by suspend (Ensnaring Slam + grapple-melee) and sever; bring an archetype Barrier frame on the Special/Heavy for the rest.
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 (6/10)
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Fastball1efill
Increases grenade throw distance.
Chest (8/10)
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Concussive Dampener3e
Reduces incoming area-of-effect damage from combatants.
Strand Resistance2efill
Reduces incoming Strand damage from combatants.
Legs (5/10)
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown 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.
Class Item (4/10)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
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: grapple-melee; Threaded Spike); bring an archetype Barrier frame on the Special/Heavy for Barrier.