Class Ability: Dodge
While its Subclasses contain some nice support Abilities, the Hunter’s focus on Mobility makes it well-suited to lone-wolf playstyles. Hunters make valuable allies, no doubt, but their Class Abilities focus on self-preservation and combat proficiency.
Marksman’s Dodge is an evasive maneuver that gives the Hunter a chance to avoid damage while automatically reloading the equipped weapon. As the name implies, this is a common choice for Hunters who prefer to keep their enemies at range.
Gambler’s Dodge is an evasive maneuver that fully recharges the Hunter’s Melee Ability when performed near enemies. It’s a common choice for Hunters who prefer to stay in the thick of the action.
Arcstrider (Arc)
The Arcstrider is a close-quarters specialist who thrives in group combat. It features some nice area-of-effect options and heavy focus on melee attacks. Relying on speed for survivability, the Arcstrider is well-suited to aggressive playstyles.
The Arcstrider Subclass is automatically unlocked when you complete Campaign Mission: Spark.
Super Ability: Arc Staff
Once activated, Arc Staff features two distinct attacks (one initiated by the Fire button and one initiated by the melee button) that can be chained together (on the ground and in the air) for a variety of sweeping short-range combos. Notable examples include:
- Melee button x3 (Three secondary melee attacks in quick succession)
- Melee button x2, Fire button (Two secondary melee attacks, followed by a primary attack)
- Fire button while airborne (One primary attack while airborne)
- Melee button x2 while airborne (Two secondary melee attacks while airborne)
Grenade
The Arcstrider can choose between two very different seeker grenades and a sticky grenade.
Arcstrider Grenade Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Skip Grenade |
A grenade that splits upon impact, creating multiple projectiles that seek enemies. |
Default Ability |
|
Flux Grenade |
An explosive grenade that deals additional damage when attached to enemies. |
Upgrade Point./ Level 3 |
|
Arcbolt Grenade |
A grenade that chains bolts of lightning to nearby enemies. |
Upgrade Point/ Level 3 |
Movement Mode
All Hunter Subclasses feature the same selection of jump enhancements.
Arcstrider Movement Modes
| Ability Name | Description | Prerequisites |
|---|---|---|
|
High Jump |
While airborne, jump a second time to reach greater heights. |
Default Ability |
|
Strafe Jump |
While airborne, jump a second time with strong directional control. |
Upgrade Point/ Level 4 |
|
Triple Jump |
While airborne, sustain your air control with a second or third jump. |
Upgrade Point/ Level 4 |
Class Ability
All Hunter Subclasses feature the same Class Ability options.
Arcstrider Class Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Marksman’s Dodge |
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon. |
Upgrade Point/ Level 7 |
|
Gambler’s Dodge |
Dodge to perform a nimble tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. |
Upgrade Point/ Level 7 |
Melee and Ability Enhancements
The Arcstrider’s remaining Abilities support two distinct playstyles:
Way of the Warrior has a heavy focus on melee attacks, making it essential when short-range damage is a priority. It’s worth noting that this group of Abilities is most effective when Gambler’s Dodge is selected. Among other benefits, this combination allows each Dodge to recharge your Melee Ability, while each Melee Kill recharges your Dodge.
Way of the Wind has an overall focus on survivability through utility. With Abilities that disorient enemies, increase sprinting speed, support Ability use, and improve evasion, it’s a good path for those who favor versatility.
Upper Path: Way of the Warrior
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Combination Blow |
Kill an enemy with this Melee Ability to trigger health regeneration and increase your melee damage temporarily. |
Upgrade Point |
|
Combat Flow |
Melee kills recharge your Dodge Ability. |
Upgrade Point/ Combination Blow |
|
Deadly Reach |
Dodging increases your melee range, allowing you to lurch farther to strike enemies. |
Upgrade Point/ Combat Flow |
|
Lethal Current |
After dodging, each Arc Staff hit creates a damaging lightning aftershock. |
Upgrade Point/ Deadly Reach |
Lower Path: Way of the Wind
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Disorienting Blow |
Strike an enemy with this Melee Ability to disorient your target and nearby enemies. |
Upgrade Point |
|
Focused Breathing |
Sprinting recharges your Dodge Ability. Increases maximum sprint speed. |
Upgrade Point/ Disorienting Blow |
|
Combat Meditation |
While you are critically wounded, melee and grenades recharge drastically faster. |
Upgrade Point/ Focused Breathing |
|
Lightning Reflexes |
You are harder to kill while dodging. |
Upgrade Point/ Combat Meditation |
Gunslinger (Solar)
The Gunslinger is a devastating ranged fighter with a heavy focus on direct damage. It favors accuracy and finesse over raw aggression, but its damage potential makes the Gunslinger an appealing option for any Hunter.
The Gunslinger is the Hunter’s second available Subclass. It unlocks only after you’ve collected the required Artifact and completed the resulting mission.
Super Ability: Golden Gun
By default, you can use Golden Gun to fire up to three high-damage projectiles. It’s a straightforward Super, but it takes a cool head and a steady hand to put Golden Gun to good use.
Grenade
The Gunslinger can choose between a blast grenade, a seeker grenade, and something of an anomaly: the Tripmine Grenade. This grenade is best used as a damaging trap, but its trigger is visible enough to make it an effective deterrent (assuming your enemies are unable to shoot it).
Gunslinger Grenade Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Incendiary Grenade |
A grenade whose explosion catches enemies on fire. |
Default Ability |
|
Swarm Grenade |
A grenade that detonates on impact, releasing multiple drones that seek nearby enemies. |
Upgrade Point |
|
Tripmine Grenade |
An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger. |
Upgrade Point |
Movement Mode
All Hunter Subclasses feature the same selection of jump enhancements.
Gunslinger Movement Modes
| Ability Name | Description | Prerequisites |
|---|---|---|
|
High Jump |
While airborne, jump a second time to reach greater heights. |
Default Ability |
|
Strafe Jump |
While airborne, jump a second time with strong directional control. |
Upgrade Point |
|
Triple Jump |
While airborne, sustain your air control with a second or third jump. |
Upgrade Point |
Class Ability
All Hunter Subclasses feature the same Class Ability options.
Gunslinger Class Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Marksman’s Dodge |
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon. |
Upgrade Point/ Level 7 |
|
Gambler’s Dodge |
Dodge to perform a nimble tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. |
Upgrade Point/ Level 7 |
Melee and Ability Enhancements
The Gunslinger’s remaining Abilities support two distinct playstyles:
Way of the Outlaw allows for wilder playstyles, making it a good choice for those who enjoy mixing it up on the front lines. It features an explosive Melee Ability and some great utility, but its most notable effects involve the Gunslinger’s Super. When this path is selected, Golden Gun not only features a more forgiving aim, it can also be used to fire up to six shots, though the Super’s duration is noticeably shorter.
Way of the Sharpshooter focuses heavily on precision, making it a good fit for more disciplined playstyles. From its Melee Ability to its Super enhancements, it’s a path that encourages a steady hand. Most notably, it allows for (and rewards) precision damage when using Golden Gun.
Upper Path: Way of the Outlaw
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Explosive Knife |
Throw a Knife from a distance that explodes shortly after impact. |
Upgrade Point |
|
Chains of Woe |
Precision kills increase weapon reload speed for you and your nearby allies. |
Upgrade Point/ Explosive Knife |
|
Deadshot |
Significantly improves your ability to hit with Golden Gun. |
Upgrade Point/ Chains of Woe |
|
Six-Shooter |
Golden Gun can be fired quickly up to six times but has a shorter duration. |
Upgrade Point/ Deadshot |
Lower Path: Way of the Sharphooter
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Knife-Juggler |
Throw a knife from a distance. Precision knife kills immediately recharge your Melee Ability. |
Upgrade Point |
|
Practice Makes Perfect |
Enter a trance with each precision hit, reducing the cooldown of your Super. |
Upgrade Point/ Knife-Juggler |
|
Crowd-Pleaser |
Enables precision damage with Golden Gun. Precision hits with Golden Gun generate Orbs of Light. |
Upgrade Point/ Practice Makes Perfect |
|
Line ‘Em Up |
Precision hits with Golden Gun increase its damage and extend its duration. |
Upgrade Point/ Crowd-Pleaser |
Nightstalker (Void)
The Nightstalker favors deception over aggression. With a selection of Abilities that disorient, suppress, slow, and weaken enemies, this Subclass offers a great many support options.
The Nightstalker is the Hunter’s third available Subclass. It unlocks only after you’ve collected the required Artifact and completed the resulting mission.
Super Ability: Shadowshot
By default, Shadowshot is a non-lethal Super that stands as one of the best support Abilities available to any Class. Activating this Super fires a Void Anchor that slows affected enemies, causes them to take more damage, and prevents them from using Abilities. However, it’s worth noting that the Nightstalker has access to Abilities that turn Shadowshot into a very powerful attack.
Grenade
The Nightstalker can choose between three distinctly different persistent grenades.
Nightstalker Grenade Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Vortex Grenade |
A grenade that creates a vortex that continually damages enemies trapped inside. |
Default Ability |
|
Spike Grenade |
A grenade that attaches to any surface and emits a torrent of damaging Void Light. |
Upgrade Point |
|
Voidwall Grenade |
A grenade that creates a horizontal wall of burning Void Light. |
Upgrade Point |
Movement Mode
All Hunter Subclasses feature the same selection of jump enhancements.
Nightstalker Movement Modes
| Ability Name | Description | Prerequisites |
|---|---|---|
|
High Jump |
While airborne, jump a second time to reach greater heights. |
Default Ability |
|
Strafe Jump |
While airborne, jump a second time with strong directional control. |
Upgrade Point |
|
Triple Jump |
While airborne, sustain your air control with a second or third jump. |
Upgrade Point |
Class Ability
All Hunter Subclasses feature the same Class Ability options.
Nightstalker Class Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Marksman’s Dodge |
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon. |
Upgrade Point |
|
Gambler’s Dodge |
Dodge to perform a nimble tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. |
Upgrade Point |
Melee and Ability Enhancements
The Nightstalker’s remaining Abilities support two distinct playstyles:
Way of the Trapper focuses on survivability through utility. It turns the Nightstalker’s Super and Melee Abilities into proximity-triggered traps.
Other highlights include a nice boost to sprint/sneak speed, the ability to vanish after dodging, and multiple status effects.
Way of the Pathfinder offers plenty of utility, but it includes a much greater focus on damage—particularly in the damage done by the Super Ability. With Moebius Quiver, the Nightstalker can fire Shadowshot multiple times per use, dealing massive damage to tethered enemies.
Upper Path: Way of the Trapper
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Snare Bomb |
Throw a smoke bomb trap from a distance with this Melee Ability. The smoke bomb sticks to surfaces and detonates when enemies are near, slowing and disorienting them. |
Upgrade Point |
|
Keen Scout |
Sprint and sneak faster, and gain an enhanced tracker. Tethered enemies are marked for easy tracking. |
Upgrade Point/ Snare Bomb |
|
Deadfall |
The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer. |
Upgrade Point/ Keen Scout |
|
Vanishing Step |
Dodging makes you vanish from sight for a short time. |
Upgrade Point/ Deadfall |
Lower Path: Way of the Pathfinder
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Vanish in Smoke |
Throw a smoke bomb explosive from a distance with this Melee Ability. The smoke bomb creates a cloud that makes you and nearby allies invisible. |
Upgrade Point |
|
Lockdown |
Grenade and smoke effects last twice as long, allowing for strong territorial control and increased damage potential. |
Upgrade Point/ Vanish in Smoke |
|
Heart of the Pack |
Killing tethered enemies creates Orbs of Light and increases Mobility, Recovery, and Resilience for you and nearby allies. |
Upgrade Point/ Lockdown |
|
Moebius Quiver |
Fire Shadowshot multiple times in rapid succession. Shadowshot deals massive damage against tethered enemies. |
Upgrade Point/ Heart of the Pack |