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Welcome to Marvel’s Midnight Suns best hunter guide. In this guide you will find the best cards of the Hunter, the best decks and how to play. If you want to be a hunter in Marvel’s Midnight Suns, our guide is waiting for you.
Many of the effects in Midnight Suns calculate damage as a percentage of a hero’s Offence stat, commonly 50% or 100%. As a shorthand, I will write this as [X%]. Note that all modifiers to this stat apply, such as from Strengthened or mission cards.
Marvel’s Midnight Suns Best Hunter Builds & Cards
My analysis of each character follows. I have applied the following template to each:
Name: The character’s name. If you needed me to explain this to you, you may be beyond help as far as the guide goes.
TL;DR: A simple summary of the hero’s effectiveness. For those of you who don’t want to read my endless text, and yet are still willing to take my word as gold for some reason.
Passive: The hero’s passive effect. Note that I’ll only be including the max friendship effect, as I have been reliably informed that friendship is magic.
Combo: The character’s effect when they lead a combo.
Cards: The character’s cards listed in order Attacks-Skills-Heroics, then in alphabetical order. Note that every character bar Hunter has ten cards total – four common cards available from the start, three rares, two epics, and one legendary unlockable through their challenge once they hit max friendship. I will only be running analysis of the upgraded version of each card, because really, who cares what the un-upgraded version does?
Note that I have described the card in each entry – this isn’t because I assume people can’t read cards, but rather because damage is usually based on a hero’s Offence stat, so their actual damage isn’t necessarily obvious from a screenshot.
Recommended Builds: The set of cards I recommend you run as standard in a character’s deck. If you really want to be sweaty about it you can tailor each character’s deck for each mission – drafting in Stun effects for missions you need to bypass Protect and so on – but realistically this is far from necessary. Most characters have clear winners and losers as far as cards go, and the game really isn’t hard enough to need this amount of min/maxing. That said, if it makes you feel good, go for it.
Where appropriate I’ve provided multiple sets of options for heroes (because I’m nice like that), but this isn’t possible for every hero, either because they’re very one-dimensional in what they do or just because a lot of their cards are kinda bad. For heroes with only one build listed, their alternate build should be considered to be the ‘Hardcore’ build. This entails opening the deck-builder, closing your eyes, and clicking cards at random while screaming at the top of your lungs.
‘So what’s your superpower?’
‘I’m the Hunter. I hunt things.’
‘Well yeah, but… how? What abilities do you have?’
‘My mother is the mother of demons.’
‘..So you’re a demon?’
‘Well, no, she only became the mother of demons after I was born’
‘So.. your power is…?’
‘To have the most cosmetics, the most badass outfits, and generally look awesome no matter what I do.’
‘Ah, like Emiru. Got it.’
TL;DR – She’s the main character, so no matter how good she is you’re probably going to use her a lot. Fortunately, she’s all kinds of badass.
Combo – None. She’s very much the combo-ee rather than combo-er.
Unlike other characters, who have to do with a measly single passive, Hunter gets to pick two of them – one from her collar and one from her suit. Since there’s a fair amount of choice this deserves a section of its own, although in all honesty most of them kinda suck. Note that I won’t be telling you where to acquire these passives, because that belongs in a different guide (and definitely not because I can’t be bothered to try to remember where they all came from).
Although their descriptions don’t specify this, all Collars generate a special card when activated; playing their card is Free and has the specified effect. This gives you more freedom in when you use them so you don’t waste Obsidian Collar on a Quick Slash or something.
Balanced Collar – Play three Power cards (i.e. neutral Hunter cards) to draw two Hunter cards. Despite being a ‘neutral’ collar, this is probably the best one to use for Light Hunter too because the Light-specific ones are a bit underwhelming and there are some strong neutral cards.
Ivory Collar – Play three Light cards to gain the effect ‘your next Hunter Attack card is not discarded’. Really quite meh, it’s fairly easy to obtain the benefit thanks to Holy Spark but the payoff isn’t particularly useful. Note that it specifies ‘Attack’ card, so you can’t use it to double up on a Legendary.
Obsidian Collar – Play three Dark cards to gain ‘your next Hunter Attack card deals double damage’. Unlike the Ivory collar, this one is crazy good and an auto-take for a Dark Hunter. Double damage might seem like overkill, but on the highest difficulties enemies have a lot of health; regardless of that, a Wild Strike with this collar behind it will one-shot almost anything.
Paragon/Renegade Collar – Play five Light/Dark cards to gain ‘Your next Light/Dark card is Free’. Two different collars for Light and Dark, but aside from being different types they’re otherwise functionally identical. Neither is especially good, though, despite how powerful the Free effect is, simply because of how prohibitively expensive they are to trigger – for the Renegade Collar in particular, by the time you trigger it the fight’s probably almost over. The Paragon Collar is more accessible thanks to Holy Spark, but it’s still a close contest between that and the Balanced Collar’s reliable Hunter-specific card draw (particularly as Light Hunter doesn’t have access to All Out).
Unity Collar – Play a Light, a Dark and a Power card in any order to gain a stack of Fast. The other ‘Balanced’ collar, but unfortunately a pretty terrible one; Fast is an okay buff, but Hunter doesn’t usually run enough Heroic cards to make much use out of it. Stick to the Balanced Collar.
Conclusion – If you’re running a Dark Hunter, you use Obsidian Collar, no contest. If you’re Light, there’s an argument for either Balanced or Paragon Collars, but personally I favour the former. And if you’re trying to run a balanced Hunter, you’re stuck with the Balanced Collar either way because the Unity Collar is trash.
Note that while Suit effects are unlocked as you progress the story and the relevant suit is created, the passive effect is not locked to the suit – once it’s unlocked, you can use whichever passive with whichever suit you like. This time, while there’s more choices available, there’s really only one real winner until you’ve completed the story (and even then it’s debatable).
Ancestral Suit – Ancestors’ Guidance – Hunter abilities do not Exhaust. This is basically useless until you get hold of Annihilation, at which point it becomes worth considering. Unfortunately, while your ultra-nuke doesn’t Exhaust, it also doesn’t return to your hand, so this probably isn’t worth using.
Borderline – Vengeance – Enemies who attack Hunter have a 25% chance to gain a stack of Marked. Marked is great, but the low probability of a proc is not, and having to take hits to activate it is even worse. Avoid this passive; the suit, on the other hand, looks badass.
Dark/Light – Dark Champion/Defender of the Light – Dark/Light Attacks and Heroics have a greatly increased chance to be Critical. The crit rate increase is unclear, but does seem to be quite high. The trouble is that Wrath exists and is both neutral and fantastic, so there’s basically no reason to ever use this passive.
Demonchylde – Heightened Senses – Charlie gains a stack of Resist each turn. Hunter and Charlie Attacks have a greatly increased chance to be Critical. Confusingly shares a name with the Magik Legendary card, this passive is essentially the same as the Light/Dark Champion passives, but only apply to Attacks and not Heroics. The main reason you’d take this is to give Charlie the Resist if you’re really struggling in the Trials; otherwise, look elsewhere because Wrath is a thing.
Faithbreaker – Symbiote Shell – When Hunter plays a card, there’s a 10% chance to generate a Symbiote Bind card which costs one Heroism and applies Bind to a target. Symbiote Bind is rarely going to be worth playing, and it takes a while to generate one anyway. Avoid. On the bright side, this suit is the only one badass enough to compete with the Borderline suit.
High Tech – Fully Charged – Hunter either gains a stack of Resist or generates one Heroism at the start of each turn. One of the earliest passives you’ll unlock (unless for some reason you’re not using Iron Man), and yet this one is by far the best. It requires no input or conditions, and will either feed you Heroism (which is nice) or give you Resist (which is often even better).
Midnight Sun – Shadowstalker – Once per mission, redraw any Heroic Hunter card to gain Concealed. Pretty sucky. Concealed is nice if you can proc it when you really need it in an emergency, but realistically the Resist from Fully Charged is going to do far more over the course of the fight than one instance of Concealed will. What’s more, running this passive means your Hunter Heroic cards – which includes Combo cards – are stuck in your hand until you either play them or need to proc this. Garbage.
Salem – Salem’s Saviour – When Hunter kills one or more Lilin with an ability, there’s a 50% chance to draw a card. This could actually have been pretty good, but unfortunately it specifies Lilin rather than working on all enemies, making it a bit lacklustre. Free card draw is good, certainly, but the benefits of Fully Charged are generally more impactful and more useful. Worth considering at least.
Super – Master of the Hunt – Reduces all Collar thresholds by one, and Hunter is immune to all negative status effects. An absurdly good passive. The trouble is, you get it by completing the story, and it’s unlikely you’re going to want to keep playing after winning it until DLC comes out; you’ll also be pretty used to Fully Charged by that point and so prone to dying because you forgot you don’t get free Resist anymore. Note that the Collar reductions make the Balanced Collar start to edge out even the Obsidian one because Wrath is Free and you’ll almost always want to be running two Quick Slash, allowing you to cycle Hunter cards extremely hard.
Conclusion – Fully Charged up until you’ve beaten the game, for sure. If for some reason you keep playing after that point, you can swap to Super if you want to giggle like a schoolgirl every time someone tries to stun you.
Hunter Power Cards
A moment of appreciation for whichever poor bastard had to come up with a dozen synonyms for ‘hit thing with swords’.
Forcefully knocks back one enemy, with a 25% chance to apply Stun.
We immediately start off with proof that just because Hunter is strong doesn’t mean all her cards are. Spending an entire card play just to knock something back is laughably bad; Stun, meanwhile, is a good debuff but is atrocious if you can’t guarantee it. Even if this was a 100% chance it wouldn’t be worth including in a deck; as it is, this is pure garbage.
Deals [50%] damage and knocks back with Quick.
I hope you like this card’s animation, because you’re going to be seeing it a lot. This is the archetypal Quick card, doing exactly what you want it to do – it deals damage, it knocks back, and it’s Quick. No matter what Balance your Hunter is, you’ll probably be running this card.
Deals [50%] and forcefully knocks back.
The message this card sends is ‘if you slow down, you suck’. Take Quick Slash, remove the Quick, and make the knockback Forceful – that’s how to make a card worse in three easy steps. The best thing I can say about this card is it’s better than Charge.
Spawns three Environmental explosives on the map – one Light, one Dark, and one randomly chosen between the two. Knocking enemies into a Light explosive will stun them, while the Dark one applies Vulnerable.
This is an interesting card, at least, and is the only way in the game to create new Environmental interactions (besides creating Drops, at least). As you’ll hear from me repeatedly, though, Environmental damage doesn’t scale very well throughout the game, so this is only going to get worse as the game goes on. Furthermore, it requires you to spend a card play to do… not much of anything, really. Despite having some synergy with cards like Spiderman’s Opportunist and Scarlet Witch’s Detonate, this is not worth a deck slot or a card play.
Hunter gains 40% of her max health as Block and two stacks of Counter.
This isn’t too bad as far as defensive cards go – the Block amounts are reasonable, and Counter can provide some chip damage. The trouble is, this is not a game that rewards defensive play. What’s more Hunter is not there to be defensive; it’s not what she’s good at, and it’s not what she wants to do. What she wants to do is murder anything that looks at her funny, and this card will not help her do that. Avoid.
Gives all Hunter cards in hand, and any drawn for the next two turns, Critical. Free.
What was I just saying? ‘Murder anything that looks at her funny’? Yeah, this is more like it. This is possibly the most busted support card in the game; it not only makes all your cards crit, it keeps doing so for two more turns. And for some bizarre reason it’s FREE! Why they deigned to put this card in the game and then gave trash like Mindbender Exhaust I really don’t know, but I’m not complaining. Play this card every time you draw it and be happy that things are dying.
Deals [100%] damage to all enemies in a solid AoE, forcefully knocking back each one, then draw a card for each kill.
One of three Hunter Legendary cards, and probably the first one you’ll see unless you’re a complete saint/prick. It’s pretty decent, certainly – at the point you obtain it you probably won’t have many good AoE cards, and while its damage is fairly lacklustre the knockback helps with that. The additional card draw is also very much appreciated. That said, you can only run one Legendary card and eventually this will be competing with Annihilation. No more needs be said.
Deals [200%] damage to a single target while applying one stack of Vulnerable and two of Marked. Hunter cannot act for the rest of the turn.
Vulnerable is decent, and Marked is good. Sadly [200%] damage is very low for a Hunter card, and they’re only being applied to a single target. The real dealbreaker though is that Hunter can’t act after using this – and she’s the single best single-target damage dealer in the game. In other words, the one person you want following it up, cannot. Avoid.
Deals [150%] damage to a single target. While it’s in your hand, Hunter gains 15% of her max health as Block at the end of her turn.
An interesting card, certainly – I wish there were more cards like this in the game, but sadly the effect is unique. More sadly, this isn’t really worth including in your deck – gaining Block for free every turn is nice, but your Fully Charged passive should be giving you enough survivability to keep you going, and you’ll never actually want to play it. Not worth a deck slot.
Deals [500%] damage and Exhausts. While this is in your hand, its cost decreases by one Heroism per turn.
This card hits hard, there’s no doubt about that. The question is, though, is it worth it? The Heroism cost is extremely high, and while it does go down by one per turn, most non-story missions are over inside three turns (at least if you’re playing and building right!), so it’s never going to be particularly cheap. Meanwhile, it only hits a single target with no added effects. Generally this card just isn’t worth it, particularly as Wrath makes your cards hit hard enough that this is usually overkill. Cool concept, but in practice not worth it.
Hunter Light Cards
Because being a to everyone all the time is a lot of work.
Deals [100%] to an enemy, or restores [200%] health to a hero. Generates one Heroism when redrawn.
Kind of meh, sadly. The flexibility is definitely nice, but [100%] damage really isn’t ever going to be worth a card play, so you’re mostly looking at the heal – but if that’s what you want, you should be running, well, Heal. It does at least have an in-built Redraw effect, but if you’re including a card in your deck so that you can Redraw it, you’re doing something very wrong.
Deals [100%] to an enemy with Quick, or Cures a hero.
Much better. Quick cards are always good to have around, and thanks to this card Hunter is the only hero that can run four of them without needing card mods. You’ll be using the Cure effect a lot less often than the Quick effect, but equally, when you do use it you’ll be very glad you had it. You might ask whether this is better than Quick Slash – it is not – but the fact is that Light doesn’t really have anything better in the way of Attack cards, so you may as well run both.
Deals [50%] damage and gives all subsequently-played Morning Star cards +[50%] damage, to a maximum of [300%].
My eyes lit up when I saw this card – I’m a sucker for stacking mechanics – but the bitter truth is that on rational analysis it isn’t very good. The damage numbers are too low for too long, particularly since they’re being played by your main big hitter. I can’t even say that they’re strong if you find one modded with Quick, because you’re still having to run two of them in your deck. For the bloody minded of you, though, go for it – after you’ve played four of them, the fifth will hit for the same damage that Dark Hunters were throwing out on turn one with Wild Strike. On the other hand, the name is a nice pun, so it’s got that going for it.
A Free card which doubles all Heroism generation for the turn.
It’s cute and all, and Heroism is nice… most heroes would probably run this and be happy about it, because being Free means it’s definitely a good card. The trouble is, Hunter is not most heroes – she’s the baddest of asses, and she has some of the best cards in the game. Competition for deck slots is extremely fierce, so you’re going to struggle to fit this card in. Having said that, Light Hunter doesn’t have the same nuke potential that Dark Hunter has, so I can see some merit in having this to enable your more psychotically-minded allies to do their thing.
Restores [300%] health to a hero target. If the target is overhealed, draw two cards.
As far as healing cards go, this is very nice. [300%] is usually enough to be an overheal, particularly as Hunter will usually be your highest level character, and drawing two cards is a very nice perk. We’re once again forced to confront the fact, though, that this is not what Hunter is for. You can build her as a healer and support, yes, but that doesn’t mean you should when she has some of the most potent damage cards in the game available to her. No thank you.
The next card you play is not discarded. Exhaust.
This card is atrocious. Effectively you’re spending an entire card play to add a copy of your next card to your hand. Even the best legendary in the game is not worth a card play just to get a single copy of. I don’t know why you would ever include this in your deck.
Changes the cost of one random Heroic card in your hand to zero. Free.
Alone among the Light Skill cards, this is actually pretty good. A free card to functionally generate however much Heroism it happens to be is not too shabby at all, particularly given the costs of some of the stronger Legendaries. There are two issues, however. The first is that, as already discussed, Hunter is there to kill things, not mess around. The second is that this is only hitting a single random card, and there’s a fair chance that it’ll wind up being a Combo card rather than the beefy AoE or Legendary Heroism dump you were hoping for. If you want this effect, tell Nico to get her Empower out.
Deals [150%] and knocks back in any direction. Draws a card on kill.
Not bad, especially for only one Heroism; the damage is low, but the free-target knockback is nice, and drawing a card is always welcome. But despite those benefits, it’s a Hunter card, and Hunter can do better. Much better.
Deals [100%] damage to enemies and heals [300%] health to allies in an AoE.
This, on the other hand, is really quite nice. The damage is once again low, but the heal is big and chunky, and more important it hits in a very generous area. If you ever want to heal allies, you want to do so while also dealing damage – and that’s what this card does. If you’re playing Light Hunter, give this card serious consideration.
Summons Charlie for three turns and draws two of her cards, then Exhausts.
The Light-specific Legendary, where Dark players get Annihilation, Light players get this. I will now pause while the Dark players finish laughing.
Seriously though, this is an awful trade-off. That isn’t to say Charlie is bad – she’s sweet, and her cards are pretty good as far as they go – but there’s just no world in which this is efficient. You’re spending four Heroism and a card play to draw two cards, and they’re probably not as good as your own cards. The only reason you’d want to play this is to have Charlie tank some hits instead of your actual team, and even for that purpose she’s really quite squishy (or if you just really love Charlie, I suppose, which would be understandable).
Sorry Light players, you’ll have to be satisfied with Bladestorm unless your holiness will tolerate running an un-upgraded Annihilation.
Hunter Dark Cards
These cards were made for murder, and that’s just what they’ll do. One of these days these cards are go- oh, you’re dead. Never mind then.
Deals [150%] damage. On kill, Hunter gains Concealed.
A pretty nice card for what it is; [150%] damage is middling for an Attack card, but Concealed is a pretty nice buff where you can get it since enemies don’t change targeting in response – you may as well be stunning anything trying to hit you. That’s cool and all, but this is Dark Hunter territory and we don’t hide; we kill things. This card just isn’t killy enough.
Deals [100%] damage. If the target has Stun or Bind, deals an additional [400%] damage.
Speaking of killy things, on stunned targets this thing hits as hard as Patience. Y’know, the card that costs six Heroism. That’s pretty damn killy. Trouble is, it requires Stun or Bind – and the express purpose of applying those status effects is so you don’t have to deal with them this turn. Spending a card play on stunning a single enemy and a second one on killing them is criminally inefficient. Hard pass.
Deals [250%] to a single target. Hunter gains a stack of Vulnerable.
Here we go. This card is one of the cornerstones of the Dark Hunter alongside All Out. It hits as hard as most heroes’ Heroic cards, and instead of costing Heroism is actually generates it. The only downside is that you take a stack of Vulnerable in return, and while that can be mildly troubling, it’s not much of a problem if everything around you is too dead to take advantage of it. What’s more, Resilience applies to that Vulnerable stack, so you’ve got a chance to just ignore it entirely – and even if you do become Vulnerable, you should have a stack or two of Resist from Fully Charged to cover you. This is a very good card; use it.
Upgrade all the cards in your hand for the rest of the mission. Hunter takes [150%] damage.
I’ll be honest, I don’t know why this card is in the game. I have to assume the card designers were not talking to the game developers, and were under the impression that it would be much harder to upgrade cards than it actually is. As it stands, there’s pretty much no reason you’ll be going into missions without upgraded cards past the first hour or two of gameplay, so no reason to ever run this card.
Restore an ally to full health and Cure them. Hunter takes 15% of her max health as damage.
I mean… it’s okay, I guess, as far as heals go. Guaranteeing the target heals to full is nice, as is having Cure attached – Nico’s Restore doesn’t have that, after all. Two problems though: One, this doesn’t kill things, and you’re a Dark Hunter. And two, the person you care most about surviving – Hunter – can’t be healed by this card, and instead takes damage from it. Yeah, that’s gonna be a no from me dawg.
A targeted enemy attacks their nearest ally. Exhaust.
On paper this might seem good – some of those enemies hit pretty hard, after all, especially supervillains – but in practice they seem to pull their punches when not aiming them at you. What’s more, even in the best of cases, this is only going to kill a single enemy and you don’t have full control over which one it is. Definitely, definitely skip this card – if you really want to see enemies beat up on each other, ask Wanda to bring Chaos Reigns on the next mission.
Deals [200%] damage to a single target, then discards all Hunter cards from your hand and draws two new ones.
The utilitarian Yang to Wild Strike’s Yin, this is the second half to Dark Hunter’s extremely potent arsenal. It might seem, at first glance, like discarding all your Hunter cards is a heavy price to pay… but here’s the thing: Hunter cards are good. You want to play them. It’s really not a big cost to have to play them before playing All Out – and by doing so, you turn the drawback into drawing two cards for your best character. Some heroes are happy just doing that, let alone with [200%] damage on top of it. The only downside to this card is that if you run two of them, you’ll sometimes make one discard the other, which is sad because you wanted to play them both.
Consumes all Heroism to deal [75%] damage for each Heroism expended in an AoE. Exhaust.
This is a lovely, juicy card. Admittedly, as a Heroism dump, it’s not very flexible – you’re going to need to pump up your Heroism numbers before you play it, certainly. It’s also Legendary, and so a pain to get hold of, as well as having Exhaust. But none of that matters when you play it and realise it’s going to be one-shotting everything you point it at. As soon as you get this, put it in your deck and never look back. Meanwhile, the Light Hunter players don’t get to upgrade this because they’re busy playing with their dog. The poor, misguided fools.
Applies three stacks of Berserk to a single target.
The story of this card is a sad tale of poor resource management. Firaxis wanted to make another damaging Dark card, but regrettably discovered they’d used up all their damage making the others, so there was none left for this one. They had no choice but to create the Berserk status, a debuff that doesn’t appear on any other card, so that they could use the enemy’s damage instead.
But seriously though, this card isn’t great. So long as you stay away from them it can functionally shut down a target for three turns, and that’s cool and all, but it costs four Heroism and only affects one target. The only real reason to play this card is because due to having multiple stacks it can eat a supervillain’s entire turn, while Stun and Bind will only consume one of two actions – but that’s not really enough reason to bring it along.
Forcefully knocks back an enemy in any direction, then discards a random card from your hand.
And, having used up all of the damage for Hunter cards and enemies, Firaxis were forced to print a Dark Heroic card with no damage on it at all. For shame. This is pretty terrible, honestly – forceful knockback isn’t particularly powerful of an effect (although the freedom of direction is nice), and it’s definitely not worth discarding a card for. It does at least cost zero Heroism (the only Heroic card in the game with no base cost, no less), but that still doesn’t make it good.
Best Hunter Builds
Real talk, before we begin – I might talk a lot of crap about Light and Balanced Hunter builds (because Dark is so deliciously powerful), but no matter how you build her Hunter is going to be one of the most powerful heroes you have access to. So long as you steer clear of the obvious traps like Charge and Dark Blessing, you’ll be laughing. All the same, this is a guide, and it’s my job (and my pleasure) to tell you what’s best.
So, which is the best? If you read the previous sections you’ll know – Dark Hunter, and by a wide margin. While Light Hunter is trying to do everything and Balanced Hunter is trying to keep things level, Dark Hunter is murdering absolutely everything in sight. It has the best damage, the best card draw, and thanks to Fully Charged and some nice AoE-bearing teammates (hopefully) it doesn’t need to worry too much about incoming fire.
The one thing Hunter can struggle with at times is, as I’ve said, AoE. Dark Hunter is entirely single-target outside of Annihilation, a very expensive single-use Legendary; Light Hunter has Holy Burst, but that’s really more for chip damage than nuking. This can be wholly rectified by finding a few Quick modifiers for your good cards, but until then you’ll need to know your limits.
Recommended Teammates: Thanks to her sheer power, Hunter works with pretty much anyone. Doctor Strange is nice for Dark Hunter, though, thanks to his ability to return her powerful Attack cards to hand, while Iron Man can provide AoE and support cards. Light Hunter, meanwhile, works very well with The Hulk as her ubiquitous Quick effects can pick off any survivors from his onslaught and also heal him to keep the Rage from damage flowing. Finally, Balanced Hunter works equally well with anyone, because it lacks the powerhouse tools of the other two variants. That’s what they get for refusing to pick a side.
Dark Hunter Annihilation
As with all truly good deck lists, this Dark build has only the minimum of one-ofs – Annihilation is singular due to being a Legendary, and Wrath takes the fall as the other singleton because you really don’t need more than one – it lasts for two turns and Dark Hunter draws enough cards to get it back in time anyway. Two copies of Quick Slash are necessary for clearing up minions and generating Heroism, two copies of Wild Strike kill most small and medium-sized threats, and All Out kills something else and then refills your hand so you can do it all over again. A glorious, bloody, satisfying cycle.
For card mods, you’re looking for the usual – Quick for your nukes, card draw or Heroism generation for your Quick Slashes, and either card draw or Redraws for your Wrath. You don’t need to put too much effort into finding them though – I only have Quick on one copy of All Out and none on Wild Strikes, and I murder things just fine.
To close, I will note that on paper you could be fooled into thinking that Dark Hunter doesn’t actually hit all that hard. After all, it’s just [250%] and [200%] damage sets, and that’s not that high, right? Other heroes can put out similar numbers to that! Well, here’s the thing: Firstly, Hunter is Hunter. You’re going to be using her a lot – probably for every mission in the game, really, since she’s the main character and she can’t be wounded or sent on Ops missions – so she will inevitably be the highest level character you have, with a correspondingly high Offence stat. Secondly, you have Wrath and the tools to draw it reliably, so essentially every single card you play is going to be a crit. And thirdly, yes, there are some enemies that these cards will struggle to kill despite the first two points – which is why Obsidian Collar exists. Just do the things you were going to do anyway and hey look, suddenly I have a 2,500 damage Wild Strike crit to delete literally any enemy I want from the map.
Dark Hunter hits fairly hard.
Light Hunter Swiftness
So, you wish to follow the path of the Nice Guy, eh? Very well, young padawan, let’s see what we can do…
In the end, on reviewing the card lists, I came down in favour of building Light Hunter as a Heroism generator with some capacity for healing. Having access to a full four Quick Attacks is really quite effective for ensuring that you’ll always have tools to keep your Heroism high and enemy minions dead, so we start with those; Holy Spark’s ability to Cure is very situational but can be extremely effective. We add in Bladestorm (because Summon Charlie, sweet though it is, simply isn’t good), and Wrath (because even when most of your cards are just Quick problem-solvers, it’s still pretty busted). We’re left with two open, flexible slots; I decided on a copy of Holy Burst to chip enemies down to enable my Quick cards to finish them while also healing up my allies, along with a copy of Call To Arms to underline the Heroism-bot approach. Heal was also a strong contender – more for the card draw than the actual healing – but in the end I feel consistency is key.
For card mods, you’re looking for card draw, card draw and more card draw. With this build you should have no trouble generating Heroism, so you really don’t need to worry about that; Redraw effects are potentially nice since it’s easy for those Quick cards to run out of targets, but they’re strictly less useful than drawing cards. With both your Skill cards being Free, you don’t even need to look for Free modifiers, so you can go ham on looking for card draw everywhere you can find it.
Just remember to bring your Balanced Collar (since your cards are already cheap, so making them Free is pretty pointless) and a teammate with some big Heroic cards to take advantage of all that Heroism you’ll be generating.
Recommended Hunter Builds
Balanced Hunter Neutrality
What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?
This list is for the true neutrals out there – a list with no Light or Dark cards whatsoever. We start with a Wrath, a Bladestorm and two Quick Slashes, because of course we do – it’s not like we have much to work with here, and those are some good cards. With them included, however, we’re down to the dregs. I’ve opted for a mix-up of four different options to give a balanced set of tools for Hunter to dip into: Fury can help an ally take out a tough target, Patience can sit in hand being discounted while she waits, and Guarding Strike helps her to soak some of the excess damage coming in from the enemies that are still breathing because you didn’t go Dark. Deadly Ground, meanwhile, provides some utility via its debuffs and gives Spiderman an excuse to exist.
You are, of course, forced into using the Balanced Collar, which is fine because it’s still pretty good. Your card mods are pretty open, but you probably want some kind of Redraw effect on Guarding Strike (that’s the only reason it’ll ever leave your hand), and a cost reduction on Patience would be quite welcome.
It’s not a great list, but don’t blame me – it’s your own fault for being so neutral.
Balanced Hunter Diplomacy
Okay, okay, so the previous list was a big excessive. Let’s try again – a Balanced Hunter list taking the best from both aspects.
What’s this? A Hunter deck with no Quick Slashes? HERESY! Unfortunately there simply isn’t room for them, and since Light has some nice versatile Quick Attacks available, they’ll do nicely. To balance them out we reach for Dark’s wonderful Wild Strike, allowing our Balanced Hunter to still pack a mean punch when she wants to. Wrath and Bladestorm are again inevitable picks since we don’t get to play with Annihilation; All Out gives us access to some nice refill potential on the Dark side.
Needing a Light option to balance it out, I considered Call To Arms or Inspire, but rejected them – to be truly Balanced we need to work equally well with all teammates, not rely on ones with big Heroics. Instead I opted for Holy Burst for its wide AoE, which can top off teammates while also chipping away to enable card draws from Bladestorm.
In all honesty I quite like this list. It doesn’t pack the same punch as Dark Hunter, but then, nothing in the game does – and what it does bring is some nice versatility, allowing Hunter to solve virtually any problem asked of her. It’s objectively weaker than the Light Hunter list simply because it lacks a theme – it doesn’t do any one thing especially well, while Light Hunter enables teammates – but it’s still very powerful and a welcome addition to any team.