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Strand

Quicksilver Storm — Tangle Storm (Strand Hunter)

Self-feeding Tangle/Threadling add-clear engine
Quicksilver Storm 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 Kinetic · Primary · 720 RPM · No intrinsic champion

Centerpiece: Quicksilver Storm (Auto Rifle · Primary · Strand via catalyst) · Subclass: Strand (Threadrunner) · Role: Self-feeding Tangle/Threadling add-clear engine Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassStrand (Threadrunner)Only subclass that turns the catalyst's free Tangles into a roaming damage engine.
SuperSilkstrike (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 abilityMarksman's DodgeReloads Quicksilver on demand between missile windows.
MovementTriple JumpExtra air control to line up missile shots and steer grapples across a crowd.
MeleeThreaded Spike (rope-dart)Bounces between targets, returns melee energy, and detonates Tangles for you.
GrenadeGrapplePairs with Widow's Silk + Cyrtarachne's: each grapple = a Grapple Tangle and Woven Mail.
Aspect 1Widow's SilkExtra grenade charge + Grapple makes a Grapple Tangle — more Tangles to feed the engine and near-permanent grapple uptime.
Aspect 2Whirling MaelstromDestroying a Tangle weaves a seeking Strand mass that damages and emits Unravel projectiles on kills — this is what makes the missile-Tangles matter.
FragmentsAscent · Generation · Warding · TransmutationReload + weapon buff on grenade, grenade energy from weapon damage, Woven Mail from orbs, and a second Tangle source (see below).
Exotic armourCyrtarachne'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.
WeaponsSpecial: 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

Why it works (the mechanics)

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:

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):

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 (8/10)Grenade Kickstart 3eWhen your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
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 (9/10)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.
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.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2e fillAutomatically 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.