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
Slot
Pick
Why
Subclass
Threadrunner (Strand)
The only subclass whose entire kit prints Threadlings and Tangles — exactly what the gun feeds and feeds on.
Super
Silkstrike (or Needlestorm)
Silkstrike for uptime/roaming add-clear; Needlestorm for the Tangle-flood burst (each needle leaves a Threadling-spawning Tangle).
Class ability
Gambler's Dodge
Refunds melee energy near enemies (faster Threaded Spike / Ensnaring Slam) and is the trigger that deploys Weaver's Call's perched swarm.
Movement
Triple Jump
Air control to line up melee and to hip-fire across spread-out allies.
Melee
Threaded Spike
Bouncing, Tangle-friendly melee that returns energy on hit.
Grenade
Threadling Grenade
Direct Threadling source that banks toward the swarm even before the gun heals anyone.
Aspect 1
Weaver'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 2
Whirling 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.
Fragments
Rebirth · Generation · Evolution · Continuity
Free Threadlings on Strand kills, grenade regen off sustained fire, harder-hitting Threadlings, and longer unravel/sever.
Exotic armour
Swarmers (Legs)
"Destroying a Tangle spawns a Threadling. Your Threadlings unravel targets that they damage" — pays out on both halves of the loop.
Weapons
Strand 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
Thread of Rebirth · Thread of Generation · Thread of Evolution · Thread of Continuity *(swaps: Thread of Warding for Woven Mail off Orbs, or Thread of Transmutation to turn Woven-Mail kills into more Tangles).
Why it works (the mechanics)
The gun's "downside" is the build's engine. The heal-allies-spawn-Threadlings function 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 an ally present.
Tangle destruction is the keystone, and the catalyst hands you Tangles. Disorganized Attachment harvests a matured Nest into a held Tangle on demand. Destroy it and Swarmers spawns a Threadling and Whirling Maelstrom weaves a self-seeking Strand mass. One Tangle, two payoffs.
Swarmers multiplies 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 inherits that Unravel rider for free.
Weaver's Call stockpiles the swarm off raw damage. It weaves three Threadlings on class-ability cast and deploys any perched ones — and the MG's constant chip damage builds that perched stack, so a single Gambler's Dodge fires the whole stockpile at once.
Thread of Rebirth + Thread of Evolution turn chip into kills. Rebirth drips Threadlings on Strand weapon final blows (the MG and both Strand sidearms qualify); Evolution makes every Threadling travel farther and hit harder. The whole loadout becomes "Strand 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 teammates into Threadling turrets. This is the iconic use; the solo loop is the fallback, not the point.
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:
Boots (Swarmers): Strand Weapon Surge ×2 (covers the MG and a Strand sidearm) · Orbs of Restoration.
Arms: Machine Gun Loader / Heavy Ammo Finder · Grenade Font.
Chest: Elemental resist as content demands — Health is the dump stat, so lean on flat DR.
Class item: Powerful Attraction (dodge vacuums Orbs into Unraveling Orbs range) · Bomber / Reaper.
Surge: Strand Weapon Surge (one element covers two of your three guns).
Anti-Champion: none intrinsic to the gun — see Champion coverage below; source stuns from the artifact and your other two archetypes.
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):
Tier 1: Unraveling Orbs · Hold the Line
Tier 2: Vile Weave · Horde Shuttle · Gold From Lead
Tier 3: To Shreds · Elemental Supercharger
Unraveling Orbs grants Strand weapons Unraveling Rounds off any Orb or Tangle pickup — Unravel straight from the MG, feeding Horde Shuttle and Whirling Maelstrom.
Hold the Line is the literal Machine Gun mod: reload/stability while surrounded and final blows heal you, stacking on the gun's own heal.
Vile Weave makes your Tangles sever and cuts Tangle cooldown when you pick one up — directly feeding the catalyst-and-Whirling-Maelstrom Tangle economy.
Horde Shuttle spawns Threadlings from damaging unravelled targets, and those Threadlings sever — the core swarm loop, fed by Unraveling Orbs and Swarmers.
Gold From Lead rolls Heavy from Special-ammo pickups, keeping the centrepiece MG fed.
To Shreds unravels severed targets under sustained fire and drops a Woven-Mail Strand hotspot on severed kills — closing Sever → Unravel and serving the team-support fantasy.
Elemental Supercharger grants Super energy for defeating severed targets with Super-element weapons — the whole kit severs, so Silkstrike/Needlestorm returns fast.
Where it shines
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. 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 you barely reload.
Champion coverage: Service of Luzaku carries no intrinsic champion break (manifest champion field is empty — MGs of this frame do not stun). Source anti-Champion from the artifact and your other two slots' archetypes — e.g. an Overload/Unstoppable Strand auto or a champion trace/HC — plus Vile Weave/To Shreds Sever-and-Unravel to control elites (not a stun).
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Strand Siphon1efill
Rapid Strand weapon final blows create Orbs of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (6/10)
Grenade Font1e
You gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
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 (7/10)
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
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: your other two archetypes.