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
Primary weapon attacks now inflict bleeding.
Become immune to environmental effects.
Primary weapon attacks gain 30 aim.
Damage taken by explosive attacks is reduced by 50%.
Deal 35% additional damage when below 50% HP.
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.
Detect concealed units within vision range.
Fire once at every visible enemy with your pistol.
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance.
Primary Weapon attacks now inflict poison.
All Rupture Effects inflicted on you will be instantly removed.
Your flashbang grenades have a 50% chance to stun enemies.
After taking damage, gain 2 armor through the end of the turn.
Attacks deal +35% damage against hero classes.
Primary weapon attacks now inflict burning.

Rank 1 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 20 0 80 0 33 0 0 16 50 8
Veteran 26 0 80 0 33 0 0 16 50 8
Commander 31 0 85 0 40 0 0 16 50 8
Legend 39 0 90 0 40 0 0 16 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Sniper Rifle 3 - 5 2 - +10 Crit Chance
Chosen Pistol 2 - 4 1 - -


Rank 2 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 26 0 80 0 33 0 0 16 50 8
Veteran 35 0 80 0 33 0 0 16 50 8
Commander 42 0 85 0 40 0 0 16 50 8
Legend 52 0 90 0 40 0 0 16 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Sniper Rifle 4 - 7 2 - +10 Crit Chance
Chosen Pistol 3 - 5 2 - -


Rank 3 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 35 0 80 0 33 0 0 16 50 8
Veteran 46 0 85 0 33 0 0 16 50 8
Commander 55 0 85 0 40 0 0 16 50 8
Legend 69 0 90 0 40 0 0 16 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Sniper Rifle 6 - 8 3 - +10 Crit Chance
Chosen Pistol 4 - 6 2 - -


Rank 4 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 46 0 80 0 33 0 0 16 50 8
Veteran 61 0 80 0 33 0 0 16 50 8
Commander 74 0 85 0 40 0 0 16 50 8
Legend 92 0 90 0 40 0 0 16 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Sniper Rifle 7 - 10 4 - +10 Crit Chance
Chosen Pistol 5 - 7 3 - -


Rank 5 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 67 0 80 0 33 0 0 16 50 8
Veteran 89 0 80 0 33 0 0 16 50 8
Commander 106 0 85 0 40 0 0 16 50 8
Legend 133 0 90 0 40 0 0 16 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Sniper Rifle 8 - 12 5 - +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.