The Hunter (LWOTC)
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The Hunter is the master of long range combat, constantly keeping distance from your troops while taking them down with highly accurate fire. Weak at close combat, but is not to be underestimated..
Basic Abilities
List of the chosen's basic abilities
Pistol attacks disables the target's primary weapon, removing all remaining ammo. |
Gain 40 dodge against attacks within four tiles. |
At the start of your turn, mark an enemy that's flanked against you as a free action. Your first shot against that target is guaranteed to hit, and refunded. |
Throw a flashbang grenade that disorients organic targets within the blast radius for 1 turn as a free action. 2-turn cooldown. |
Firing your pistol with your first action no longer ends your turn. |
Makes partial cover count as full. |
You can target enemies within squadmates' sight, provided there is line of sight to the target. |
Damage taken by melee attacks is reduced by 50%. |
Deploy a grappling hook to move quickly to an elevated position. |
Strengths
Possible Chosen strengths they can train.
Tier 1 | Tier 2 | Tier 3 |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Fire your pistol at a target. This attack does not cost an action. |
Primary weapon attacks gain 30 aim. |
Primary weapon attacks now inflict bleeding. |
Primary weapon attacks now inflict burning. |
When targeted by enemy fire, automatically fire back with your Sniper Rifle once per turn with an attack that has a 35% damage penalty, but is a guaranteed hit. |
Damage taken by explosive attacks is reduced by 50%. |
Become immune to environmental effects. |
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Deal 35% additional damage when below 50% HP. |
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Gain 2 dodge per tile from the attacker. |
Fire once at every visible enemy with your pistol. |
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Primary weapon attacks mark the target and reduces their defense by 10. |
Detect concealed units within vision range. |
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Primary Weapon attacks now inflict poison. |
Your flashbang grenades have a 50% chance to stun enemies. |
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After taking damage, gain 2 armor through the end of the turn. |
All Rupture Effects inflicted on you will be instantly removed. |
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Attacks deal +35% damage against hero classes. |
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Rank 1 Stats
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Chosen Sniper Rifle | 3 - 5 | 2 | 3 | +10 Crit Chance |
Chosen Pistol | 2 - 4 | 1 | - | - |
Rank 2 Stats
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Chosen Sniper Rifle | 4 - 7 | 2 | 3 | +10 Crit Chance |
Chosen Pistol | 3 - 5 | 2 | - | - |
Rank 3 Stats
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Chosen Sniper Rifle | 6 - 8 | 3 | 3 | +10 Crit Chance |
Chosen Pistol | 4 - 6 | 2 | - | - |
Rank 4 Stats
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Chosen Sniper Rifle | 7 - 10 | 4 | 3 | +10 Crit Chance |
Chosen Pistol | 5 - 7 | 3 | - | - |
Rank 5 Stats
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Chosen Sniper Rifle | 8 - 12 | 5 | 3 | +10 Crit Chance |
Chosen Pistol | 6 - 8 | 3 | - | - |
Tips
- The most threatening ability of the Hunter is Tracking Shot which allows them to mark and take a free guaranteed shot against a flanked soldier. The key is to make sure you do not become flanked at the start of their turn to grant them a target to mark.
- Similar to our own Sharpshooters, the Hunter has Squadsight which can extend their vision range to targets within their allies' sight. it is best to make sure there is no line of sight that will have your soldier's flank against the Hunter granting them a target to mark.
- The Hunter is the most evasive of the chosen having many defensive abilities to make them a slippery target. It is ideal to have ways to make them easier targets such as Holotarget or to engage in close range. Be careful of engaging in close range as they have abilities that can make it more difficult while possibly exposing yourself.
- The Hunter's mobility for their Prime Reaction starts out as 10 and they gain 2 mobility per reaction gained until their next turn. Make sure your soldiers are in position to be able to take effective actions while also making sure you do not expose yourself as a result of their retreat.