Prima Games eGuides Evolve Official Strategy Guide

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Evolve Official Strategy Guide HUNTER Trapper

Overview

Group Role: Tracking the Monster and Pinning It Down

Class Ability: Mobile Arena

The Trapper has two major roles in Evolve: tracking the Monster down and trapping it inside the Mobile Arena. Both of these tasks are extremely important in the team’s ultimate goal of taking down the enemy. Failing to find the Monster in a timely manner or missing the beast with the dome has a huge impact on your success.

Whether using Maggie’s extremely effective pet Trapjaw, Griffin’s Sound Spikes, or Abe’s Tracking Dart Pistol, it is vital to reach the Monster as quickly as you can. Take full advantage of these skills, and call out anything you may find. There is more to it than simply spotting the Monster: anticipating or predicting where the target is headed is key in finding it during Stage 1.

Trappers may not have the firepower that the Assault class possesses, but they can still deal some damage. Each character is equipped with one weapon. Use it against hostile wildlife or the Monster when your other roles are complete.

Each Trapper also carries a device that can slow down the Monster. This item is more important than the damage that your weapon causes, so use it often. Abe’s Stasis Grenades slow the enemy down for a period of time. A darting Wraith becomes an easier target when hit with this grenade.

Maggie’s Harpoon Traps and Griffin’s Harpoon Gun can immobilize the target for a short period. These tools work wonders on a flying Kraken, with the ability to bring it down to your level.

Mobile Arena

Cooldown: 60 Seconds

Duration: 60 Seconds

Effective Radius: 50 Meters

Once the Monster is found, the Trapper’s primary role is to trap it, which is accomplished with their class ability. Press the Ability button to equip the Mobile Arena, and then tap the Fire button to deploy. This energy dome is a half-sphere that captures any living creature within 60 meters. Hunters may still enter, but no one leaves.

Timing is extremely important with the Mobile Arena, as you must ensure that the Monster is within range before deploying. There is a long cooldown time between uses, so you won’t get another chance for a while.

If the dome misses, you are informed as such, and the Trapper must take it down quickly to continue the pursuit. Hold the Ability button to bring it down, and immediately take off behind the Monster. It takes one minute for the dome to recharge.

Maggie and Abe are more maneuverable inside the arena because they have the ability to slow the Monster down. If you end up trapped alone with the adversary, stay on the move, and slow it down as much as possible.

The Trapper’s dialogue will inform you when the arena is about to come down. This is a good time to hit the Monster with tracking devices. If Bucket is on the team, use his UAV to follow the enemy.

For the most part, the location you meet the Monster is not up to the Hunters, so it is tough to be particular about exactly where the arena is placed. Placement can be advantageous to the Monster as much as the Hunter. If you are not careful, you can easily trap the team in a tight space against the powerful Goliath. If you place the dome over a central pillar, a beast can hide from the group as it circles the structure.

When you first find the Monster, you must decide whether to deploy the Mobile Arena or wait. If the Monster engages the party in combat, it may be better to save the Mobile Arena until you have damaged the beast significantly. Then, you can trap it inside before it flees to prolong its pain.