The catalyst is the whole point: it flips Quicksilver to Strand and makes its grenade-missiles spawn Tangles on kills. A Strand Hunter turns every one of those Tangles into a violent Whirling Maelstrom mass, so the gun's built-in missile launcher becomes a Tangle printer and the subclass converts the printout into Unravel damage and Woven Mail. The gun isn't a sidegrade here; it's an ability the subclass is built around.
The weapon
Missile Tracers (intrinsic): "Landing multiple hits turns your next shot into a homing micro-missile."
Grenade Chaser (exotic trait): "Landing multiple Missile Tracers loads a grenade. [Alternate Weapon Action] to switch into Grenade Launcher mode."
Catalyst — Nano-entanglement:"This weapon's damage type becomes Strand. Final blows with grenades from this weapon create Tangles."
Sustained fire periodically loads a homing micro-missile into the next trigger pull (Clarity: 13 hits loads a Tracking Missile), and stacking those tracers loads an underslung grenade you can lob in Grenade-Launcher mode. With the catalyst equipped the weapon reads as Strand for every surge and synergy purpose, and any kill from one of those catalyst grenades drops a Tangle — the throwable Strand object the entire Strand kit is built to detonate. You are minting Tangles purely by shooting, at zero ability cost. The trade is that the missiles and grenades must actually secure the final blow, so weapon damage stays load-bearing rather than incidental.
Loadout
Slot
Pick
Why
Subclass
Strand (Threadrunner)
Only subclass that turns the catalyst's free Tangles into a roaming damage engine.
Super
Silkstrike (rope dart)
On-element roaming Super for when the room gets too thick; swap to Needlestorm if you want a Tangle/Threadling burst — both Strand.
Class ability
Marksman's Dodge
Reloads Quicksilver on demand between missile windows.
Movement
Triple Jump
Extra air control to line up missile shots and steer grapples across a crowd.
Melee
Threaded Spike (rope-dart)
Bounces between targets, returns melee energy, and detonates Tangles for you.
Grenade
Grapple
Pairs with Widow's Silk + Cyrtarachne's: each grapple = a Grapple Tangle and Woven Mail.
Aspect 1
Widow's Silk
Extra grenade charge + Grapple makes a Grapple Tangle — more Tangles to feed the engine and near-permanent grapple uptime.
Aspect 2
Whirling Maelstrom
Destroying a Tangle weaves a seeking Strand mass that damages and emits Unravel projectiles on kills — this is what makes the missile-Tangles matter.
Fragments
Ascent · Generation · Warding · Transmutation
Reload + weapon buff on grenade, grenade energy from weapon damage, Woven Mail from orbs, and a second Tangle source (see below).
Exotic armour
Cyrtarachne's Facade (Helmet)
Grapple grants Woven Mail; while active it gives flinch resistance and heals you on kills — a free defensive loop off the grenade you already throw for Tangles.
Weapons
Special: a Strand Shotgun/Glaive (Slice/Hatchling) to match the surge · Heavy: Machine Gun or Rocket for the bosses Quicksilver can't chew.
Same-element Special lets one surge mod feed both primaries; the Heavy covers single-target the add-engine isn't for.
Fragments
Thread of Ascent (+10 Weapons) · Thread of Generation (−10 Grenade) · Thread of Warding (−10 Health) · Thread of Transmutation *(+10 Melee)
Why it works (the mechanics)
The catalyst turns the gun into an ability. Every catalyst-grenade kill = a Tangle, at zero ability cost. Most Tangle builds ration Tangles off a grapple cooldown; here you mint them by holding the trigger in a crowd and swapping to the underslung grenade.
Whirling Maelstrom is the payoff for those Tangles. Destroy a Tangle and it becomes a roaming Strand mass that seeks, damages, and sprays Unravel on kills. Threaded Spike (or just shooting the Tangle) pops it into a free DPS mob you never aimed. Missiles make Tangles; Maelstrom eats Tangles; you only steered the crosshair.
Widow's Silk + Grapple is both a Tangle multiplier and the survivability switch. The extra grenade charge means near-constant Grapple; every grapple drops a Grapple Tangle (more Maelstrom fuel) and procs Cyrtarachne's Woven Mail.
Cyrtarachne's closes the defensive loop for free. Grapple grants Woven Mail, Thread of Warding tops it from orb pickups, and kills under Woven Mail heal you. The exotic costs you nothing you weren't already doing to make Tangles.
The ability economy is self-priming. Thread of Generation rebuilds Grapple off weapon damage; Thread of Ascent reloads the gun and buffs it on every grapple; Thread of Transmutation adds a Woven-Mail-gated weapon-kill Tangle. Shoot → missiles → Tangles → Maelstrom + grenade energy back → grapple → Woven Mail + reload + another Tangle. One trigger finger drives all of it.
Weapon damage stays load-bearing. The missiles and catalyst grenades must kill to make Tangles, so the +10 Weapons from Ascent and the surge mods keep the gun itself relevant rather than a spawn dispenser — the room dies to the gun, and the gun turns the room into Tangles.
Stats & mods
Weapons 200 → Class → Grenade. Weapons maxes the missile/gun damage that gates every Tangle; Class feeds Marksman's Dodge reloads; Grenade speeds Grapple (and thus Tangle + Woven Mail uptime). Health is the dump stat — Woven Mail sits near-permanent between Cyrtarachne's and Thread of Warding. Archetype lean: Weapons/Grenade-favoured pieces (Gunner/Grenadier lines).
Mods:
Boots: Strand Weapon Surge ×2 — straight onto Quicksilver and your Strand Special.
Arms: Auto Rifle Loader (backs up Marksman's Dodge reloads).
Chest: resist mods to taste; Woven Mail already carries the survivability.
Class item: Bomber + Grenade Kickstart — cash dodges and Armor Charge back into Grapple.
Surge: Strand ×2 (single-element discipline across primary + Special).
Anti-Champion: sourced from the artifact, not the gun — see below.
Artifact — Implement of Curiosity
The Strand artifact for the Strand engine: it scales the Threadlings and Tangles the missiles mint, sharpens the Unravel loop, and bolts champion stuns onto a gun that carries none of its own — closing the champion gap without a Heavy swap.
Picks (2/3/2):
Tier 1: Pack Tactics · Horde Shuttle
Tier 2: Energy Acceleration · Threaded Blast · Elemental Coalescence
Tier 3: Elemental Overdrive · Tangled Web
Pack Tactics makes Whirling Maelstrom's Threadlings hit harder and stun Unstoppable Champions — your primary champion coverage on a gun that breaks none intrinsically.
Horde Shuttle spawns more Threadlings from damaging unravelled targets, feeding both Pack Tactics and the Maelstrom mass.
Energy Acceleration gives Quicksilver's micro-missiles a Kinetic shockwave that also stuns Unstoppable — a second lock on the gap, riding the gun's own intrinsic.
Threaded Blast makes destroying a Tangle with Strand a bigger, harder-hitting explosion — direct payoff for every missile-Tangle you pop.
Elemental Coalescence drops Strand pickups matching your Super on kills, fuelling Elemental Overdrive and refilling Strand Super energy.
Elemental Overdrive buffs Strand weapon damage while you hold a Tangle or Strand pickup — Quicksilver runs in a near-constant Tangle field, so it is near-permanently on.
Tangled Web suspends nearby combatants when a Tangle forms from a Strand-debuffed kill, adding free Suspend on top of the Tangle spam.
Where it shines
Add-dense PvE — Nightfalls, Onslaught, dungeons, and the open patrol grind. A primary that prints seeking Strand masses scales with crowd count: more bodies = more grenade kills = more Tangles = more Maelstroms.
Survivable clear content. Near-permanent Woven Mail off grapple + orbs lets you wade into the crowd the build needs you standing in.
Champion coverage: Quicksilver Storm breaks no champions intrinsically (manifest champion = none). Cover Unstoppable with the artifact's Pack Tactics / Energy Acceleration, add Suspend from Strand (Threaded Spike / Tangled Web) to lock anything down, and bring an Anti-Barrier source (artifact mod or a Barrier Special/Heavy) for Barrier — nothing on the gun handles it.
Weakest at: single-target boss DPS. Quicksilver is an add engine; bring the Heavy for the boss and let the gun own the room around it.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Strand Siphon1efill
Rapid Strand weapon final blows create Orbs of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (6/10)
Strand Resistance2efill
Reduces incoming Strand damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (9/10)
Strand Weapon Surge3e
Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Strand Weapon Surge3e
Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Strand Weapon Surge3e
Your 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)
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2efill
Automatically 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: not the gun — see below.