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Solar

Parasite — Envious Worm (Strand Hunter)

Boss-melting Heavy that grows a bigger worm the more you kill just before firing
Parasite on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Solar · Heavy · 120 RPM · No intrinsic champion

Centerpiece: Parasite (Grenade Launcher · Heavy · Solar) · Subclass: Strandwalker (Threadrunner) · Role: Boss-melting Heavy that grows a bigger worm the more you kill just before firing Sandbox: 9.7.0 · Updated 2026-07-03

Parasite is a damage bank. Every minor you delete just before firing makes the next worm bigger — and the catalyst, Envious Arsenal, means you never reload it: damage your other two guns, ready Parasite, and it's full from reserves. The whole build is one rhythm — clear the room on Strand, swap-tap-swap to keep it topped, then detonate a fully-stacked worm into the boss. Star-Eater turns the Orbs the clear makes into an overcharged Super that opens the damage window the worm closes.

The weapon

Worm's Hunger (intrinsic): "This weapon fires Hive worms which explode on impact. The size and damage of the explosion scales with the number of enemies you've defeated just before firing this weapon."

Catalyst — Envious Arsenal: "Dealing damage with both other weapons before readying this weapon refills it from reserves."

What it does: the worm's blast — radius and damage — ramps with how many combatants you killed in the few seconds before you fired, a kill-count stack that turns a single 120-RPM Heavy shell into a small nuke. Envious Arsenal removes the only tax on that: instead of manually reloading a one-in-the-pipe Heavy Grenade Launcher, you tag both your other weapons, swap to Parasite, and it refills straight from reserves. So the build never asks you to choose between clearing adds and topping the gun — the same motion does both. Everything else here exists to keep that kill-stack high and that reserve pool flowing, then to bolt an overcharged Super onto the front of the damage phase so the worm lands on an already-softened target.

Loadout

SlotPickWhy
SubclassStrand (Threadrunner)The room-clear element that makes the kill-stack and the Orb factory that feeds Star-Eater.
SuperSilkstrikeRope-dart room-clear builds the kill-stack and floods Orbs; Star-Eater overcharges it for the heal + damage window the worm finishes.
Class abilityMarksman's DodgeReloads your swap partners on dodge — keeps Envious Arsenal's two-gun tax paid for free (Gambler's if you melee more).
MovementStrafe JumpTight mid-air control to reposition onto the boss the instant the worm is stacked.
MeleeThreaded SpikeThe bouncing rope-dart melee returns energy and racks cheap add kills that feed the worm stack.
GrenadeGrappleRepositions to the priority target the instant the stack is built; Widow's Silk grants the extra charge (Threading grenade if no Grapple charge).
Aspect 1Whirling MaelstromDestroy a Tangle → a Strand mass that defeats trash for you → free kill-stack between shots, hands-off.
Aspect 2Widow's SilkSecond grenade charge and a Grapple Tangle at the grapple point → more Grapple uptime and more Thread-of-Ascent reloads.
FragmentsThread of Ascent · Thread of Generation · Thread of Warding · Thread of ContinuityAscent reloads on grenade (+10 Weapons); Generation builds grenade off all damage; Warding = Woven Mail off Orbs; Continuity stretches your unravel/suspend/sever control.
Exotic armourStar-Eater Scales (Legs)Clearing floods Orbs → overcharged Super → heal + up to +70% Super damage; cast Silkstrike into the boss, then the worm finishes what the Super softened.
WeaponsStrand Primary (Unraveling/Hatchling auto or pulse) + Strand Special (wave-frame or Slice GL)The two Envious Arsenal tags — a quick burst from each refills Parasite from reserves; both do the room-clear that builds the worm and stay on-subclass for Threadling/unravel payoffs.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Super → Health. Weapons is a flat PvE damage multiplier that rides straight on the worm; Super speeds the Star-Eater overcharge loop; Health is the safe dump under permanent Woven Mail. Archetype lean: pieces favouring Weapons/Super, with Grenade a cheap tertiary (Generation + Ascent feed it for free).

Mods:

Artifact — Queensfoil Censer

The Strand/Orb artifact that mirrors this build: it has a literal Grenade-Launcher Tier 1, it turns the Orb flood Star-Eater wants into weapon damage, and it closes an unravel→sever loop on top of the worm's kill-stack while your Strand swap partners cover champions.

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 (3/10)Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
Fastball 1eIncreases grenade throw distance.
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 (3/10)Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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.
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.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.

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: so lean on the artifact (Revitalizing Blast) plus your two Strand swap partners' archetype mods to cover Barrier/Overload/Unstoppable.