Fireteam support / Threadling-swarm add-clear that heals while it kills
✓ Manifest Strand · Heavy · 360 RPM · No intrinsic champion
Weapon: Service of Luzaku (Machine Gun · Heavy · Strand) · Subclass: Threadrunner (Strand) · Role: Fireteam support / Threadling-swarm add-clear that heals while it kills Sandbox: 9.7.0 · Created 2026-06-16
A Heavy that you point at your teammates. Shoot enemies to charge it, then hip-fire across your allies to heal them for free — no ammo spent, mag refilled from reserves, and the heal sprays Threadlings out of every body it touches. Build a Strand Hunter whose every other system also makes Threadlings and Tangles, and Service of Luzaku stops being a quirky support gun and becomes the front end of a self-feeding swarm engine that never stops printing little green attack-spiders while you keep the team topped up.
The weapon
Dichotomous Thinking (intrinsic):"Hitting targets with this weapon builds a restorative charge. Hip firing at allies while this weapon is charged heals them, does not expend ammo, and fills this weapon's magazine from reserves. Rapid healing increases weapon damage and spawns Threadlings from your allies."
Catalyst — Disorganized Attachment:"Nests now mature over time. Fully mature nests can be harvested with [interact] to grant yourself a held Tangle."
What it does in practice: it's a 360 RPM Strand MG (70 Impact, 48 mag) that does two jobs off the same trigger. Fire into enemies → build a restorative charge → swing onto an ally and hip-fire → they get healed, the mag refills from reserves (so you effectively pay zero Heavy for the heal), the rapid healing buffs the gun's damage, and Threadlings spawn out of the healed allies to go attack. In solo play the Threadling generation still flows through the rest of the kit (fragments + aspects below), and the catalyst gives you an on-demand Tangle source — which is the single most valuable resource on a Threadling Hunter because destroying Tangles is the whole economy.
Loadout
Slot
Pick
Why
Subclass
Threadrunner (Strand)
The only subclass whose entire kit prints Threadlings + Tangles, exactly what the gun feeds and feeds on.
Super
Silkstrike (or Needlestorm)
Silkstrike for uptime/roaming add-clear; Needlestorm if you want the Tangle-flood burst (each needle → Threadling-spawning Tangle).
Class ability
Gambler's Dodge
Refunds melee energy near enemies → faster Ensnaring Slam / Threaded Spike → more Tangles.
Movement
Triple Jump
Air control to line up Ensnaring Slam and to hip-fire across spread-out allies.
Melee
Threaded Spike (default)
Bouncing Tangle-friendly melee; returns energy. (Ensnaring Slam covered as an Aspect.)
Grenade
Threadling Grenade
Direct Threadling source, and it banks toward the swarm even before the gun heals anyone.
Aspect 1
Weaver's Call
Class ability weaves 3 Threadlings + deploys all perched ones; dealing damage and killing generates perched Threadlings — the gun's chip damage literally stockpiles spiders.
Aspect 2
Whirling Maelstrom
Destroying a Tangle weaves a self-seeking Strand mass that emits Unraveling projectiles on kills — the payoff for all the Tangles the catalyst + fragments make.
Fragments (4):
Thread of Rebirth — Strand weapon final blows have a chance to create a Threadling. The gun is a Strand weapon doing the killing → free Threadlings on top of the heal-spawned ones.
Thread of Generation — Dealing damage generates grenade energy (−10 Grenade). The MG's sustained fire refunds your Threadling Grenade fast.
Thread of Evolution — Threadlings travel farther and deal additional damage (+10 Super). Turns the swarm from chip into real add-clear; the build lives or dies on Threadling damage.
Thread of Continuity — Suspend, unravel, and sever effects last longer. Stretches the Unravel from Whirling Maelstrom (and Ensnaring Slam suspends if you swap that in).
(Open slot / swap: Thread of Warding for Woven Mail off orbs, or Thread of Transmutation to turn Woven-Mail weapon kills into even more Tangles.)
Exotic armour — Swarmers (Legs):"Destroying a Tangle spawns a Threadling. Your Threadlings unravel targets that they damage."
Other two weapon slots:
Kinetic/Primary: a Strand Primary (e.g. Quicksilver Storm / any Strand auto/SMG/HC) so kills there also roll Thread of Rebirth Threadlings and keep a Strand surge live. Want Overload/Unstoppable coverage from this slot — see champions.
Energy/Special: a Strand Special with Hatchling (e.g. The Navigator trace, or a Hatchling shotgun/GL) for a third Threadling tap, or a Tangle-friendly Special. Keeps everything one element so a single Strand Weapon Surge covers two guns.
Why this works (the mechanics)
The gun's "downside" is the build's engine. Service of Luzaku's flashiest function (heal allies, spawn Threadlings off them) needs teammates — but the charge is built by hitting enemies, and the rapid-healing damage buff plus free reserve-refilled mag mean even solo you're firing a buffed, self-topping Strand MG. Every system below converts that gunfire into Threadlings without needing an ally present.
Tangle destruction is the keystone, and the catalyst hands you Tangles. Disorganized Attachment lets you harvest a mature Nest into a held Tangle on demand. Throw/destroy it → Swarmers spawns a Threadling andWhirling Maelstrom weaves a writhing Strand mass. One Tangle = two payoffs.
Swarmers is the multiplier on the whole Threadling economy. It does both halves the build needs: Tangle destroyed → Threadling (so the catalyst feeds it directly), and Threadlings unravel what they damage (so the swarm both chips and applies Unravel for set-up damage). Every other Threadling source in the kit gets this Unravel rider for free.
Weaver's Call stockpiles the swarm off raw damage. It generates perched Threadlings from dealing damage and killing — the MG does both constantly — then a single Gambler's Dodge deploys the whole perched stack at once. The gun fills the magazine of spiders; the dodge fires it.
Thread of Rebirth + Thread of Evolution turn chip into kills. Rebirth makes the MG (and the two Strand sidearms) drip Threadlings on final blows; Evolution makes every one of those Threadlings hit harder and reach farther. Two fragments and the entire loadout is "Strand weapon kills → real Threadling add-clear," not cosmetic spiders.
The heal loop is genuinely free in a fireteam. Hip-firing allies costs no ammo and refills the mag from reserves, so in a 3-stack you can heal-tank a room indefinitely while the heal itself sprays Threadlings out of every ally — turning your teammates into Threadling turrets. This is the iconic, build-defining use; the solo loop above is the fallback, not the point.
Stats & mods
Weapons 200 → Class 100+ → Grenade. Weapons stat maxes the MG's PvE damage (it stacks on top of the rapid-healing buff); Class ~100+ keeps Gambler's Dodge — your Weaver's Call deploy and melee-refund — on a short leash; Grenade for Threadling Grenade uptime (Thread of Generation accelerates it anyway). Health is the cheapest dump stat because the gun heals you and the team.
Mods (standard combat mods — not in our encyclopedia dump, see Verify):
3-stack fireteam content (raids, dungeons, GMs): the heal-while-you-swarm fantasy is fully online — heal-tank the team off free reserves while Threadlings spawn from every ally and clear the room. Peak value.
Solo/legend add-clear: Weaver's Call + Whirling Maelstrom + the catalyst's on-demand Tangles keep the swarm rolling without teammates; the gun is a buffed, self-topping Strand MG that you barely have to reload.
Champion coverage (Anti-Champion 2.0): Service of Luzaku is a 360 RPM Adaptive-frame MG → intrinsic Barrier stun (Adaptive/Precision archetypes → Barrier under 2.0; confirm the exact frame, see Verify). It carries no bespoke champion stun in its perk text, so cover Overload/Unstoppable with your other two slots' archetypes (e.g. a Lightweight/Rapid-Fire Strand auto for Overload). Whirling Maelstrom's Unravel + Continuity's longer effects help control elites but are not a champion stun.