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Strand

Parasite — Envious Worm (Hunter)

Boss/Champion one-shot off a worm that grows with your kill count
✓ Manifest Solar · Heavy · 120 RPM · No intrinsic champion

Weapon: Parasite (Grenade Launcher · Heavy · Strand) · Subclass: Strandwalker (Threadrunner) · Role: Boss/Champion one-shot off a worm that grows with your kill count Sandbox: 9.7.0 · Created 2026-06-16

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 at all: damage your other two guns, then 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, and detonate a fully-stacked worm into the boss. Star-Eater turns the Orbs that clearing makes into a Super that opens the damage window the worm finishes.

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 shell into a small-nuke. Envious Arsenal removes the only tax: instead of reloading a one-in-the-pipe Heavy GL, you tag both other weapons, swap to Parasite, and it's reloaded from reserves automatically. The build exists to keep that stack high and that reserve flowing.

Loadout

SlotPickWhy
SubclassStrand Hunter (Threadrunner)The room-clear element that makes the stack, and the Orb factory that feeds Star-Eater.
SuperSilkstrikeRope-dart room-clear → builds the kill-stack and the Orbs; Star-Eater over-charges it for the heal + damage window the worm closes.
Class abilityMarksman's Dodge (Gambler's if you melee more)Reloads your swap partners on dodge — keeps Envious Arsenal's two-gun tax paid for free.
MeleeThreaded SpikeBouncing rope-dart melee returns energy; cheap kills feed the worm stack.
GrenadeGrapple (Threading grenade if no Grapple charge)Repositions to the boss the instant the stack is built; Widow's Silk gives the extra 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 → Grapple uptime to chase the boss and more Thread-of-Ascent reloads.
FragmentsThread of Ascent · Thread of Generation · Thread of Warding · Thread of ContinuityAscent reloads on grenade (and +10 Weapons); Generation builds grenade off all damage; Warding = Woven Mail off Orbs (you flood them); Continuity stretches your Unravel/suspend control.
Exotic armourStar-Eater Scales (Legs)Clearing makes Orbs → overcharged Super → heal + Super damage bonus; cast Silkstrike into the boss, then the worm finishes what the Super softened.
Weapon 2 (swap partner)Strand Primary (e.g. an Unraveling / Hatchling auto or pulse)Does the room-clear that builds the worm stack and counts as one of Envious Arsenal's two guns.
Weapon 3 (swap partner)Strand Special (Slice GL or wave-frame, or a fast Special)The second Envious Arsenal tag — a quick burst tags it before you ready Parasite; on-element for Surge.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Super 100+ → Health/Class to taste. Weapons stat is a flat PvE damage multiplier that rides straight on the worm; Super stat speeds the Star-Eater loop. Archetypes: pieces favouring Weapons/Super; Grenade is secondary (Generation + Ascent feed it cheaply).

Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Strand Siphon 1eRapid Strand weapon final blows create Orbs of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (6/10)Fastball 1eIncreases grenade throw distance.
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.
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 Weapon Surge 3eYour Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
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.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1e fillReduces 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).