Wish-Keeper is the only weapon in the game that makes its own Strand crowd control: shoot anything, build energy, fire a hip Snareweaver arrow, and a web of suspend traps blooms across the room. Then its hidden trait pays you bonus damage and faster draw for shooting the very targets it just hung in the air. Build the whole Hunter around that loop — every aspect, fragment, grenade and exotic here either applies suspend or cashes in on it. Nothing in the room moves, and everything you draw on dies faster.
The weapon
Snareweaver (intrinsic): "Precision hits and final blows build energy towards a Snareweaver arrow that can be fired from the hip. On impact, Snareweaver arrows create a pattern of traps that suspend nearby targets."
Silkbound Slayer (intrinsic trait): "This weapon deals bonus damage to suspended targets. Gain faster draw time for a short duration when you suspend a target from any source or damage a suspended target with this weapon."
Catalyst (Refit socket — pick one):Enduring Snare: "Snareweaver traps last longer." · Multi-Threaded Snare: "Snareweaver traps can suspend more targets." · Vorpal Weapon: "Increased damage against bosses, vehicles, and Guardians with their Super active." · Hatchling: "Precision final blows or rapidly defeating targets with this weapon spawns a Threadling at the target's location."
What it does: it is a primary-ammo Strand bow that turns ordinary shooting into AoE suspend at no ability cost. Precision hits and kills charge the hip-fire Snareweaver arrow; on impact it drops a trap pattern that suspends the pack. Silkbound Slayer then makes the bow itself the best tool to finish those suspended targets (bonus damage) and refreshes draw speed every time you suspend or hit a suspended enemy — so the bow draws faster the longer the lockdown runs. The catalyst is a single-choice Refit, not a flat upgrade: run Multi-Threaded Snare for general PvE (each trap wire suspends up to 3, so more of the room freezes and more Silkbound triggers fire); swap to Vorpal Weapon for boss and champion windows.
Loadout
Slot
Pick
Why
Subclass
Threadrunner (Strand)
Suspend is a Strand verb; the whole kit amplifies the bow's own effect and cashes suspended kills into ability energy.
Super
Silkstrike
Rope-dart roaming Super for add-clear when the room is frozen; the build's real damage is the bow, so the Super is a panic clear.
Class ability
Marksman's Dodge
Instantly reloads the bow and collects nearby ammo bricks; repositions you between draws.
Movement
Triple Jump
Gives the extra air move that Ensnaring Slam consumes, so you always have a dive-to-suspend on tap.
Melee
Threaded Spike
Bouncing dart returns melee energy on hit — a ranged poke that pairs with the bow's range.
Grenade
Shackle Grenade
Detonates on impact, suspending targets and spawning subprojectiles that suspend more — an on-demand suspend that alone triggers Silkbound Slayer.
Aspect 1
Ensnaring Slam
"Activate your air move to consume your class ability energy and dive to the ground, suspending all nearby targets on impact" — and suspending with it grants Woven Mail.
Aspect 2
Widow's Silk
"You have an additional grenade charge" — two Shackle Grenades double the on-demand suspend / Silkbound uptime; grapple also drops a Tangle.
Fragments
Thread of Continuity · Thread of Mind · Thread of Wisdom · Thread of Warding
Continuity extends every suspend; Mind/Wisdom turn suspended kills into class energy + Orbs; Warding turns those Orbs into Woven Mail.
Exotic armour
Cyrtarachne's Facade (Helmet)
Grapple grants Woven Mail (flinch resist + 10 HP restore, heal-on-kill while active) — free survivability that lets you stand and draw in a frozen room.
Weapons
Strand/Stasis Special (Sniper or Fusion) + surge-matched Strand MG/GL
A Vorpal/precision Special deletes suspended bosses; a Strand Heavy cashes in on the same frozen pack the bow makes, or a Stasis Special layers freeze over suspend.
Fragments
Thread of Continuity · Thread of Mind · Thread of Wisdom · Thread of Warding
Why it works (the mechanics)
The bow generates its own crowd control at zero ability cost. Snareweaver charges off precision hits and kills you would be landing anyway, then the hip arrow suspends the pack. You never spend a cooldown to lock down a room — the primary weapon does it, and primary ammo never runs dry.
Silkbound Slayer makes the bow self-synergising. Suspend a target from any source and the bow gains faster draw and does bonus damage to that target. The weapon that creates the suspend is also the optimal weapon to finish it, and finishing it refreshes the draw buff — the loop closes on itself.
Three independent suspend sources keep the room locked. Snareweaver arrow (weapon), Shackle Grenade x2 via Widow's Silk, and Ensnaring Slam (aspect, off class energy). Any one triggers Silkbound Slayer's bonus-damage and draw buff, so the bow is buffed even before its own arrow is charged.
Thread of Continuity stretches all of it. Suspend, unravel and sever effects gain increased duration, so every suspend window — and every Silkbound bonus-damage window on the whole pack — runs longer, and stacks with Enduring Snare Refit if you want trap uptime over enemy count.
Suspended kills run the ability economy. Thread of Mind converts suspended kills into class-ability energy (faster Marksman's Dodge → bow reloads and more Ensnaring Slam), and Thread of Wisdom spawns an Orb from each; Thread of Warding then turns those Orbs into Woven Mail. The bow's kills literally rebuild your dodge and your defence.
Cyrtarachne's Facade is the stand-and-draw enabler. A bow build wants to hold position and pull the string; grapple grants Woven Mail (flinch resist + 10 HP, heal-on-kill while active), and Ensnaring Slam's own suspend refreshes it, so you can plant yourself over the suspended pack without a dedicated healing kit.
Stats & mods
Weapons 200 → Class → Health. The Weapons stat (9.7.0 PvE weapon-damage) stacks on top of Silkbound Slayer's bonus vs suspended targets — two multipliers on one shot. Class high feeds Marksman's Dodge → bow reloads → Ensnaring Slam uptime. Health leans on Woven Mail for DR rather than the raw stat. This is a weapons-primary archetype set with a class-ability lean.
Mods:
Boots: Strand Weapon Surge x2 (boosts the bow and any Strand secondary) · Orbs of Restoration.
Arms: Bow Loader / Bow Reserves · Fastball (lands Shackle where you want the suspend).
Chest: Strand resist + one elemental resist (sits under Woven Mail).
Class item: Powerful Attraction (dodge vacuums the Orbs suspended kills flood) · Bomber / Outreach for ability regen.
Surge: Strand — align the Boots surges and Heavy to the bow's element.
Anti-Champion: carried on the Special/Heavy frames + the artifact (see Where it shines); the bow has no intrinsic champion stun.
Artifact — Implement of Curiosity
The Strand/Threadling artifact amplifies the bow's own suspend-and-Tangle loop and — critically — supplies the one champion answer the build cannot otherwise carry: Threadlings from the Hatchling Refit stun Unstoppables.
Refresh Threads refunds class-ability energy when you pick up a Tangle with a Strand Super equipped — faster Marksman's Dodge and more Ensnaring Slam.
Pack Tactics ramps Threadling damage and, at max stacks, has Threadlings stun Unstoppable Champions — the build's in-kit champion key (pair with Hatchling Refit).
Threaded Blast makes destroying a Tangle with Strand damage produce a bigger blast that re-suspends the pack — free extra CC off every Tangle the bow makes.
Cauterized Darkness has suspended and Strand-debuffed targets take increased damage — a second multiplier stacked on every Silkbound shot.
Elemental Daze plants a matching Strand debuff when you stun a Champion with the bow, extending the lockdown.
Tangled Web suspends nearby combatants when you create a Tangle by killing a suspended/Strand-debuffed target — pure free suspend on every Tangle.
Argent Quiver spends Armor Charge on reload for bonus bow damage on the next shots, stacking on Silkbound's bonus vs suspended targets.
Where it shines
Add-dense PvE — Nightfalls, Battlegrounds, Onslaught, Legend/Master lost sectors. Multi-Threaded Snare Refit plus three suspend sources turn a packed room into a static gallery, then the bow deletes the frozen pack with bonus damage; suspend also hard-answers ability-spamming elites and melee rushers.
Boss/miniboss windows: swap to Vorpal Weapon Refit, chain Shackle/Ensnaring suspend onto the boss for the Silkbound bonus-damage window, then unload your Special/Heavy.
Champion coverage — flag honestly. Wish-Keeper carries no intrinsic champion stun (unlike Wish-Ender's Barrier pierce). Suspend is hard CC that disrupts champion behaviour but is not a verified stun on its own. The build's champion answer is the artifact — Pack Tactics + Hatchling Refit Threadlings stun Unstoppable — plus Special/Heavy frames for Barrier and Overload. Treat the bow as lockdown + damage amp, not your champion key.
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 (6/10)
Fastball1e
Increases grenade throw distance.
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)
Outreach1e
Reduces melee cooldown when using your class ability.
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: Heavy to the bow's element. - **Anti-Champion:** carried on the Special/Heavy frames + the artifact (see Where it shines); the bow has no intrinsic champion stun.