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Strand

Finality's Auger — The Forge (Strand Hunter)

Boss burst DPS — a Heavy linear you fire *and* an autofiring turret you build, stacked under a swap-buff and a Star-Eater Super opener
Finality's Auger on light.gg
✓ Manifest Solar · Heavy · No intrinsic champion

Centerpiece: Finality's Auger (Linear Fusion Rifle · Heavy · Solar) · Subclass: Threadrunner (Strand) · Role: Boss burst DPS — a Heavy linear you fire and an autofiring turret you build, stacked under a swap-buff and a Star-Eater Super opener Sandbox: 9.7.0 · Updated 2026-07-03

A Heavy linear fusion you fire and a turret you deploy. Bolt the boss with the beam, then Alt-Weapon-Action a Ruinscribe Turret skyward and it keeps autofiring while you reload and swap. The catalyst is Bait and Switch — tag the boss with all three weapons in a short window and the Auger lights up, so the optimal rotation is swap, swap, swap, then dump. On Hunter, Star-Eater turns the phase-opening Super into one more multiplier stacked on top of all of it.

The weapon

Ruinscribe's Forge (intrinsic): "[Alternate Weapon Action] to fire a special projectile that deploys a Ruinscribe Turret. This projectile costs 3 ammo to fire. Aim the projectile skyward to provide the clearest sight lines for the turret which will automatically shoot at nearby targets."

Catalyst — Bait and Switch: "Deal damage with all equipped weapons within a short time to give this weapon a damage boost."

What it does: it is two damage sources sharing one slot. The linear itself is high-impact precision burst; the turret is set-and-forget add/boss damage that keeps ticking while you are off-weapon. That off-weapon tick is the point — the turret is dealing damage during the swap window, so it helps maintain the Bait and Switch requirement while your hands are busy tagging the boss with the other two weapons, then you come back to the buffed volley. It is a total-DPS weapon: you optimise the area under the curve (turret floor plus buffed linear spikes), not raw per-shot. Every turret projectile costs 3 reserve ammo, so heavy-ammo economy is the real constraint on how many times you can re-deploy across a phase.

Loadout

SlotPickWhy
SubclassThreadrunner (Strand)Chosen for its ability economy (Grapple mobility, decoy, Star-Eater orb feeding), not an element match — the Auger is Solar, so subclass surges do not touch the gun (see Verify).
SuperSilkstrikeCheap roaming Super to bank Star-Eater overcharge between damage phases and clear adds around the DPS spot.
Class abilityGambler's DodgeReposition to keep turret sightlines, dodge back to the linear, and vacuum Orbs into Star-Eater with Powerful Attraction.
MovementTriple JumpAir control to lob the turret projectile skyward — the perk explicitly wants it aimed up for clear sight lines.
MeleeThreaded SpikeReturns melee energy on hit; a cheap ability feeder that keeps you in cover during the charge-up.
GrenadeGrappleFast relocation between turret placement and the DPS spot; the grenade Thread of Ascent keys its reload off.
Aspect 1Widow's Silk"You have an additional grenade charge" → more Grapple uptime for repositioning; opens fragment slots.
Aspect 2Threaded SpecterClass ability leaves a Strand decoy that draws combatant aggro off you during the long, exposed charge-and-fire rotation.
FragmentsThread of Ascent · Thread of Generation · Thread of Warding · Thread of WisdomReload-the-Auger loop + grenade refund + Woven Mail + orb generation for the Star-Eater economy (detail below).
Exotic armourStar-Eater Scales (Legs)Overcharged Super for the phase opener plus a heal/overshield that buys survival through the linear's slow charge.
WeaponsFast "tag" special (rocket-sidearm / wave GL) + a champion-stunning primaryThe two swap partners that light Bait and Switch instantly and cover Barrier/Overload between them while the Auger does the damage.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Super → Health. Weapons raises PvE weapon damage and the linear's output; Super speeds the next Star-Eater opener; Health survives the exposed charge-up. Archetype lean: a Weapons-primary set with a Super secondary (Threadrunner leans on ability uptime, but this is a gun-first DPS build).

Mods:

Artifact — Implement of Curiosity

The Strand-and-Threadling artifact for a Threadrunner DPS gun: it feeds the Tangle/Suspend/Threadling loop the subclass already runs, covers Unstoppable through Threadlings, and — via Cauterized Darkness — funnels a Solar damage bonus onto the Solar Auger in add-dense rooms.

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 (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 (3/10)Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (3/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces 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). Flex/loadout-dependent: see Verify). - **Anti-Champion:** none intrinsic to the Auger. Pack Tactics (artifact) stuns Unstoppable via Threadlings; cover Barrier/Overload on the two off-slot weapons.