Hunter
"Shoot things from afar! Insane scaling and map-clearing potential."
Strengths
- Longest base attack range
- Scattershot + Hunter's Boon = Screen Clear
- Mark skill (ignores shield, 100% crit) is broken
Weaknesses
- Low base Speed and Constitution
- Trap/Summon skills can dilute the pool
- Weak against projectile reflection
Recommended Meta Build
Meta Build: Ignore STR. Can focus on raw shooting, summons, or poison. Needs high CHA early for mana, and MUST raise CON (min 6) later to avoid random AOE one-shots.
hunter Ability Codex
Lobbed Shot
Lob a shot over units and obstacles.
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Line Shot
An attack that hits all units in a straight line.
Line Shot
A stronger attack that hits all units in a straight line.
Hail of Nails
An attack that hits all units in a perpendicular line.
Hail of Nails
An attack that hits and Immobilizes all units in a perpendicular line.
Spawn Maggot Friend
Spawn a maggot familiar.
Spawn Maggot Friend
Spawn a maggot familiar.
Spawn Pooter Friend
Spawn a pooter familiar.
Spawn Pooter Friend
Spawn 2 pooter familiars.
Marked
Inflict Marked on a unit.
Marked
Inflict Marked on a unit and all other units of the same type.
Scatter Shot
Fire a bunch of shots randomly in an area.
Scatter Shot
Fire a bunch of shots randomly in a large area.
Bramble Shot
Fire a shot that spawns brambles in an area.
Bramble Shot
Fire a shot that spawns brambles in a large area.
Bear Trap
Set a trap within 5 tiles that damages and immobilizes units that walk over it.
Bear Trap
Set a trap on any tile that damages and immobilizes units that walk over it.
Harpoon
Hook onto something in a straight line and drag yourself to it.
Harpoon
Hook onto something in a straight line and drag yourself to it. (This spell costs less.)
Twin Shot
Shoot twice.
Twin Shot
Shoot thrice.
Cross Shot
Shoot four projectiles in an X shape.
Cross Shot
Shoot four penetrating projectiles in an X shape.
Bait Trap
Set a bait trap that attracts enemies.
Bait Trap
Set a bait trap that attracts enemies and inflicts Poison and Slow when eaten.
Bomb Shot
Toss a bomb that explodes and knocks units away.
Bomb Shot
Toss a large bomb that explodes and knocks units away.
Summon Brambles
Spawn brambles on any tile.
Summon Brambles
Spawn brambles in an area.
Fire Shot
Shoot a projectile that inflicts Burn 2 and lights fires.
Fire Shot
Shoot a projectile with infinite range that inflicts Burn 4 and lights fires.
Trail Blazer
Increase your movement. You're unaffected by tile effects until the end of the turn.
Trail Blazer
Double your movement. You're unaffected by tile effects until the end of the turn.
Focus Shot
Aim at a unit. On your next turn, shoot a projectile that always crits and ignores shield at that unit.
Focus Shot
Shoot a projectile that always crits and ignores shield.
Shards
Shoot a projectile that spawns glass.
Shards
Shoot a projectile that spawns glass in an area and inflicts Bleed 2.
Terrain Walk
Teleport to any grass or water tile.
Terrain Walk
Teleport to any grass or water tile. Gain Stealth.
Extend
Give a unit +3 range and reach until the end of their next turn.
Extend
Give a unit +20 range and reach until the end of their next turn.
Chaos Shot
Shoot a random unit within range.
Chaos Shot
Shoot a random unit within range, twice!
Needle Shot
Shoot a needle that deals damage, gives Thorns, and ignores shield.
Needle Shot
Shoot a needle that deals damage, gives Thorns, and ignores shield. This deals extra damage to enemies and gives extra Thorns to allies.
Spike Trap
Set a trap that deals 8 damage.
Spike Trap
Set a trap that deals 13 damage.
Flea Shot
Shoot a flea at a unit.
Flea Shot
Shoot a flea at a unit.
Web Trap
Set a trap that webs non-bug units that walk through it.
Web Trap
Set a web trap on any tile that webs non-bug units that walk through it.
Last Hit
Deal 1 damage to a unit. If this kills it, refresh your basic attack.
Last Hit
Deal 1 damage to a unit. If this kills it, refresh your basic attack. This ignores shield and can't miss. (This spell costs less.)
Cupid's Arrow
A shot that damages and inflicts Charm.
Cupid's Arrow
A shot that damages and inflicts Charm 2. (This spell costs less.)
Arrow Flurry
Shoot 5 weak shots, each one has a 50% chance to miss.
Arrow Flurry
Shoot 5 weak shots, each one has a 50% chance to miss and 50% chance to crit!
Heavy Shot
Shoot a high damage shot with a 70% chance to miss.
Heavy Shot
Shoot a high damage shot with a 70% chance to miss and a 50% chance to crit. (This spell has increased range.)
Stake Out
End your turn. On your next turn, your ranged abilities deal double damage. (Castable only if you haven't taken any other actions this turn.)
Stake Out
End your turn. On your next turn, your ranged abilities deal double damage. (Costs 0 mana. Castable only if you haven't taken any other actions this turn other than your movement action.)
Ball of Spiders
Throw a spider egg that spawns 3 spiderlings on impact.
Ball of Spiders
Throw a stronger spider egg that spawns 3 spiderlings on impact.
Snipe
Fire a shot exactly 6 tiles away that ignores shield and can't miss.
Snipe
Fire a stronger shot exactly 6 tiles away that ignores shield, can't miss, and has a 50% chance to crit.
Diversion
Shoot a pebble. All enemies within 3 tiles move toward it.
Diversion
Shoot a pebble. All enemies within 3 tiles move toward it and gain Confusion.
Arrowsmith
Gain +1 Bonus Attack at the start of your next turn.
Arrowsmith
You or another unit gains +1 Bonus Attack at the start of their next turn.
Tactical Retreat
Teleport up to 5 tiles away. Set a bear trap on the tile you teleported from.
Tactical Retreat
Teleport up to 5 tiles away. Set a baited bear trap on the tile you teleported from.
Infest
Toss a spider egg that deals low damage and inflicts Infested.
Infest
Toss a spider egg that deals low damage and inflicts Infested 2.
Collect Pelt
Destroy a body. Equip a piece of Cat Hide armor to an empty armor slot.
Collect Pelt
Destroy a body. Create a big food pickup and equip a piece of Cat Hide armor to an empty armor slot.
Sentry Mode
The next time an enemy ends movement in your basic attack range, attack it.
Sentry Mode
Until your next turn, whenever an enemy ends movement in your basic attack range, attack it.
Pheromones
Inflict Charm on a unit. If it's an enemy, it takes an extra turn immediately.
Pheromones
Inflict Charm on a unit. It takes an extra turn immediately.
Call of the Wild
Spawn a charmed Tom Tom.
Call of the Wild
Spawn a charmed Tom Tom on any tile.
Scout Me
Until next turn, allied cats gain a bonus ability that can let you shoot a tile of their choice. (Castable once per turn.)
Scout Me
Until next turn, allied cats gain a bonus ability that can let you shoot a tile of their choice. (Castable once per turn. This spell costs 0 mana.)
Shoot Here!
Instructs your friend to shoot an adjacent tile! (Castable once per turn.)
Craft Arrow
Collect an adjacent pickup and gain +1 Bonus Attack instead of its normal effects.
Craft Arrow
Collect all pickups within two tiles of you. Gain +1 Bonus Attack for each pickup instead of their normal effects. (This spell costs 1 mana.)
Charm Trap
Spawn a trap that deals damage and inflicts Charm 1.
Charm Trap
Spawn a trap that deals damage and inflicts Charm 1. (This spell costs less.)
Bounce Shot
Shoot a projectile that bounces everything adjacent to it back 3 tiles.
Bounce Shot
Shoot a projectile that bounces everything adjacent to it back 3 tiles. They take 5 damage if they collide with something.
Picnic
You and adjacent units each heal 5 HP.
Picnic
You and adjacent units each heal 5 HP and gain +1 Damage.
Soothing Shot
A ranged shot that heals and inflicts Charmed 1.
Soothing Shot
A ranged shot that heals and inflicts Charmed 2. Against allies this cleanses debuffs and inflicts Charmed 1 instead.
Vivisect
A melee attack that spawns a baited bear trap if it kills a unit or destroys a body.
Vivisect
A lobbed attack that spawns a baited bear trap if it kills a unit or destroys a body.
Poison Lace
Give yourself or an adjacent unit +1 Poison Lace.
Poison Lace
Give yourself or any other unit +1 Poison Lace.
Slop the Pigs
Each familiar in an area gains All Stats Up and heals 4 HP. Other units in the area gain +1 and heal 2 HP.
Slop the Pigs
Each familiar in an area gains All Stats Up and heals 4 HP. Other units in the area gain +1 and heal 2 HP. (This spell costs less.)
Egg Sac Trap
Spawn a spider egg trap that inflicts Infested 4.
Egg Sac Trap
Spawn a spider egg trap that deals damage and inflicts Infested 4.
Persistent Hunt
Inflict Marked 5 on a unit. RELOAD: Kill an enemy.
Persistent Hunt
Inflict Marked 5 on a unit. RELOAD: Kill an enemy. This spell starts reloaded.
Hedge In
Spawn bear traps on each adjacent tile.
Hedge In
Spawn bear traps on each tile exactly 2 tiles away.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
???
Becomes a random Cleric starter ability when you lock in your team's collars.
???
Becomes a random Hunter starter ability when you lock in your team's collars.