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Strand

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
Cyrtarachne's Facade on light.gg

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

SlotPickWhy
SubclassThreadrunner (Strand)Grapple, Woven Mail, Tangles, unravel and suspend all live on Strand — the verbs this whole loop trades in.
SuperSilkstrikeRoaming rope-dart Super that thrives in the melee range this build fights at and clears rooms the Maelstrom can't finish.
Class abilityGambler's DodgeRefunds Threaded Spike on a nearby dodge; grapple (the grenade) is the Woven-Mail trigger, so the dodge is free for the melee economy.
MovementTriple JumpExtra aerial control to reposition mid-dive and line up Ensnaring Slam's air-move impact.
MeleeThreaded SpikeReturning rope-dart that severs (−enemy outgoing damage) and can ricochet for ranged-ish CC.
GrenadeGrappleThe Cyrtarachne engine — mandatory. Each grapple = Woven Mail + a reposition into the pack.
Aspect 1Whirling MaelstromDestroying 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 2Ensnaring SlamAir-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.
Fragments4 (see below)Grapple uptime, Tangle generation, backup Woven Mail, and longer CC.
Exotic armourCyrtarachne's Facade (Helmet)Woven Mail on grapple = flinch immunity + heal-on-kill, making the in-their-face playstyle survivable.
WeaponsFinal Warning (Strand Primary sidearm) + a Strand Special + boss-DPS HeavyFinal 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

Why it works (the mechanics)

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:

Artifact — Implement of Curiosity

Picks (2/3/2):

The Strand/Threadling artifact — it compounds the Tangle + unravel + Woven-Mail loop:

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)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.
Fastball 1e fillIncreases grenade throw distance.
Chest (8/10)Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Strand Resistance 2e fillReduces incoming Strand damage from combatants.
Legs (5/10)Recuperation 1eReplenishes health 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 (4/10)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.
Powerful Attraction 2e fillAutomatically 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.