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Strand

Service of Luzaku — Field Medic (Strand Hunter)

Fireteam support / Threadling-swarm add-clear that heals while it kills
Service of Luzaku 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 Strand · Heavy · 360 RPM · No intrinsic champion

Centerpiece: 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 · Updated 2026-07-03

A Heavy 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 prints 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 churning out 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."

Service of Luzaku is a 360 RPM Strand Machine Gun (70 Impact, 48 mag) that does two jobs off one trigger. Fire into enemies to build a restorative charge, then swing onto an ally and hip-fire: they get healed, the magazine 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 charge still builds off enemy hits and the rest of the kit carries the Threadling generation (fragments and aspects below). The catalyst turns matured Nests into an on-demand held Tangle — the single most valuable resource on a Threadling Hunter, because destroying Tangles is the whole economy this build runs on.

Loadout

SlotPickWhy
SubclassThreadrunner (Strand)The only subclass whose entire kit prints Threadlings and Tangles — exactly what the gun feeds and feeds on.
SuperSilkstrike (or Needlestorm)Silkstrike for uptime/roaming add-clear; Needlestorm for the Tangle-flood burst (each needle leaves a Threadling-spawning Tangle).
Class abilityGambler's DodgeRefunds melee energy near enemies (faster Threaded Spike / Ensnaring Slam) and is the trigger that deploys Weaver's Call's perched swarm.
MovementTriple JumpAir control to line up melee and to hip-fire across spread-out allies.
MeleeThreaded SpikeBouncing, Tangle-friendly melee that returns energy on hit.
GrenadeThreadling GrenadeDirect Threadling source that banks toward the swarm even before the gun heals anyone.
Aspect 1Weaver's Call"Activate your class ability to weave three Threadlings and deploy any Threadlings you have perched" — the gun's chip damage stockpiles perched Threadlings, the dodge fires them.
Aspect 2Whirling Maelstrom"Destroying a Tangle will weave a violent, writhing mass of Strand fibers… emitting Unraveling projectiles when it defeats them" — the payoff for every Tangle the catalyst and fragments make.
FragmentsRebirth · Generation · Evolution · ContinuityFree Threadlings on Strand kills, grenade regen off sustained fire, harder-hitting Threadlings, and longer unravel/sever.
Exotic armourSwarmers (Legs)"Destroying a Tangle spawns a Threadling. Your Threadlings unravel targets that they damage" — pays out on both halves of the loop.
WeaponsStrand Primary + Strand Special (Hatchling)A Strand auto/SMG/HC and a Hatchling Special keep everything one element so a single Strand surge covers two guns and both roll Thread of Rebirth Threadlings.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Grenade. Weapons stat maxes the MG's PvE damage (it stacks on top of the rapid-healing buff); Class 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. This leans an ability-uptime archetype off a Heavy centrepiece.

Mods:

Artifact — Tablet of Ruin

The Strand-and-Machine-Gun artifact: it puts Unravel on the gun, makes Tangles sever, and converts the Threadling/Unravel swarm into Super energy and Woven Mail — amplifying this build's exact loop. No bespoke Overload/Unstoppable stun lives here, which is fine: cover champions from the other two weapon slots (see Where it shines).

Picks (2/3/2):

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 1e fillRapid Strand weapon final blows create Orbs of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (6/10)Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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: your other two archetypes.