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Strand

Final Warning — Unraveller (Strand Hunter)

Mark-and-unravel ad-clear + major shredder
Final Warning on light.gg
Your gear best achievable Weapons 161 / 100 target — gear ready
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Strand · Primary · 450 RPM · No intrinsic champion

Centerpiece: Final Warning (Sidearm · Primary · Strand) · Subclass: Strand (Threadrunner) · Role: Mark-and-unravel ad-clear + major shredder Sandbox: 9.7.0 · Updated 2026-07-03

Hold the trigger to paint a whole pack, release for a tracking burst that unravels everything marked — then the unravel chips, the kills drop Threadlings and Tangles, and the Threadlings unravel again. Final Warning is the one sidearm that hands you a Strand verb for free, so the whole build is built to recycle that unravel into more unravel. Swarmers turns every kill into a self-feeding Threadling that re-applies the debuff the gun already started.

The weapon

All at Once (intrinsic): "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."

Catalyst — String Theory: "Hits against marked targets deal increased damage and have a chance to refund ammo to the magazine."

Hold the trigger for ~0.5s to mark every combatant within 24 metres and load a burst of ten shots; release for a stable, tracking volley. A fully charged burst on a marked target applies Unravel — Strand's chip-damage debuff that spreads to nearby combatants and stacks under any weapon perk. Because Final Warning is a Primary-ammo sidearm it never runs dry, and the catalyst layers on top: marked hits deal +10% damage (5% to minibosses/bosses) and refund ammo straight to the mag (an 85% chance on Minors/Elites, 25% on tougher targets). So a marked pack simultaneously eats bonus damage and tops the magazine that kills it — the gun paints, unravels, and self-sustains in one hold-and-release rhythm, freeing the whole subclass to do nothing but multiply the unravel.

Loadout

SlotPickWhy
SubclassStrand (Threadrunner)The gun's unravel is a Strand verb; everything below recycles it.
SuperSilkstrike (rope dart)On-theme roaming Super; grapple-dash mobility to reposition between marks.
Class abilityMarksman's DodgeReloads Final Warning on dodge — top the mag between bursts.
MovementStrafe JumpTightest air control for hold-to-mark accuracy while repositioning.
MeleeThreaded SpikeReturns melee energy on catch; detonates and retrieves Tangles for Whirling Maelstrom.
GrenadeThreadling GrenadeDirect Threadling source on demand — with Swarmers each one unravels.
Aspect 1Whirling MaelstromDestroy a Tangle → a writhing Strand mass that seeks targets and emits Unraveling projectiles on its kills.
Aspect 2Widow's SilkSecond grenade charge (double the Threadling supply) and Grapple makes a Grapple Tangle — free Tangle for Maelstrom and Swarmers.
FragmentsContinuity · Generation · Rebirth · Warding · AscentStretch the unravel, refund grenades, spawn more Threadlings, backstop survivability.
Exotic armourSwarmers (Legs) — "Destroying a Tangle spawns a Threadling. Your Threadlings unravel targets that they damage."The keystone multiplier. See Why it works.
WeaponsA Strand primary (Allied Unraveling roll) + a Strand/Kinetic Machine Gun or GLSurge-matched primary keeps unravel up and feeds Strand Siphon; Heavy covers boss/champion DPS the sidearm isn't built for.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Grenade → Health. Weapons leads because the build's damage is weapon damage plus unravel chip; Grenade funds the second Widow's Silk Threadling charge; Health with Thread of Warding's Woven Mail covers survivability. Lean on the standard grenade-uptime archetype (Weapons/Grenade split with a Health floor).

Mods:

Artifact — Queensfoil Censer

The Strand-leaning artifact pours fuel straight into Final Warning's loop: it converts the Orb/Tangle flood into bonus unravel, extends the gun's debuff, and spawns more Threadlings off unravelled targets — while Revitalizing Blast and Dragon's Bite backstop the champion answers the sidearm doesn't carry itself.

Picks (2/3/2):

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 (9/10)Strand Loader 3eIncreases reload speed of Strand weapons.
Strand Loader 3eIncreases reload speed of Strand weapons.
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.
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 (7/10)Strand Scavenger 3eStrand weapons get bonus reserves when picking up ammo used by that weapon.
Elemental Charge 1eCollecting an Elemental pickup or destroying a Tangle has an escalating chance to give you Armor Charge.
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 (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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: your Strand primary). - **Anti-Champion:** artifact/seasonal anti-champ mods — Final Warning has **no intrinsic champion stun**; so Barrier/Unstoppable/Overload coverage must come from the artifact or your other weapons.