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Beasts - Hunter

Mostly nocturnal creatures, the is most at home when stalking his prey on the battlefield. The Hunter came to replace the Summoner as the third tier 1 unit in FCP2.

Requires Nothing
Cost Free
Type Melee
Speed 210
Health 375
Mana 300
Stamina 210
Armor 10

Bat Claws

The Hunter's wings provide more than just maneuverability on the battlefield. When confronted, the Hunter can use his wings as mighty weapons.

The Hunter's flurry is quite fast, but the cooldown between flurries is very significant. It is typically better to only use a full three-hit chain on an enemy who is not directly fighting back.

Melee Flurry Overview
Swing Arch: -75 to 75 degrees
Min. Dmg Max. Dmg Attack Time Chain Time
Swing 1 68 75 0.722 0.425
Swing 2 68 75 0.722 0.425
Swing 3 94 105 0.935 None
Swing 4

 

Glide Strike

The hunter engages in limited flight, zooming ahead and damaging enemies in his path for 30 damage.

  • Can be used as a travel ability
  • Can be used to quickly approach or flee from enemies.
  • Can be a good follow-up after landing a jump attack if you do not know what your opponent's next move will be. In the case of units like the savage and legionnaire, the extra distance you instantly traverse might save you from a critical strike or whirlwind. I strongly recommend using a charge after gaining distance on a glide strike to attempt to land a shot at the opponent's flank, or on an enemy who has swapped to ranged thinking you are now far away.
Glide Strke - Ability Overview

Effect: Damage enemies who are in a straight row by gliding into them.
Targets: Group within a straight line. Mana: 30
Range: 20 meters Duration: 1.2 sec
Cooldown: 15 sec Requires: Nothing

 

Wing Spin

The Hunter does a 360 spin, stirring up a gust of wind. Damages nearby opponents for 66 damage per hit (5 hits max).

  • Wing spin can be a great attack while attacking structures if one notices and enemy trying to approach the user.
Wind Spin - Ability Overview

Effect: Spins 360 degrees 5 times and damages players and structures within a small area dealing 66 damage with each hit. It takes about .5 seconds per hit.
Targets: Small area within melee range of player. Mana: 120
Range: 3.5 meters Duration: 3.5 sec
Cooldown: 20 sec Requires: Nexus

 

Frenzy

When activated, each successful melee strike steals 33% of your melee damage in stamina from an opponent and increases the user's movement speed by 25%.

  • Natural mana regeneration is cancelled while this spell is in effect
  • Frenzy is probably not the best option to begin a melee with an opponent unless you have drained your stamina hitting a building, or unless you are engaging a group.
  • If you are facing multiple opponents, clever use of this attack mode along with dodging, jump attacks, and your special abilities can keep your opponents less mobile, and more drawn out, allowing you to single out and destroy them one at a time. The extra stamina gains make it possible for the hunter to repeatedly jump attack a blocking foe, provided you land your hits.
Frenzy - Ability Overview

Effect: When activated, each successful melee strike steals 33% of your melee damage in stamina from an opponent and increases the user's movement speed by 25%.
Targets: Opponents within melee range. Mana: 30 initially, then 4 per second.
Range: 3.5 meters Duration: Until user deactivates it or Until one's mana falls below 30. sec
Cooldown: 2 sec Requires: Nothing

Venemous

The hunter releases poison within his wings. Each melee attack also poisons the target for a short time, doing 3 damage a second over 4 seconds time, though the last frame seems to be just 2 damage... It's basically a bonus 11 damage over time- on a non-stacked single hit.

  • The poison effect will stack with each successful melee hit. The way it stacks MIGHT be exponential, since in the current test patch, a full three hit flurry takes a dark rogue from 850 to 536 hitpoints (314 damage), when the listed damage is avg. 79 dmg. Assuming the third flurrish is, say, +20 points avg. damage (a highball estimate), that's still 57 poison damage... much more than 33.
  • This is typically the better ability to use vs. a single opponent. The extra damage may not seem like much, but really stacks up (literally!) More useful, perhaps is that enemies will not be able to use cool-down abilities that are reset by damage for 5 seconds after being poisoned. This can allow you to prevent spawn portals, or heart runes from being utilized with clever uses of quick attacks and glide strikes.
  • Poison damage is not affected by armor, and will not reflect back on you from abilities like the legionnaire's risposte. Unfortunately, it does not stop health regeneration (It really should!)
Venemous - Ability Overview

Effect: When activated, each successful melee strike poisons the opponent.
Targets: Opponents within melee range. Mana: 30 initially, then 5 per second.
Range: 3.5 meters Duration: Until user deactivates it or Until one's mana falls below 30. sec
Cooldown: 2 sec Requires: Nexus

 

Hibernate

The hunter goes into a deep sleep. Protected by his wings, he is immune to ranged attack and heals over time.

  • Can be used next to enemy towers to draw fire.
  • Can be cancelled by pressing "6" again. Don't be afraid to end it prematurely if an enemy is about to close to melee, the skill refreshes rather quickly. Instead, count on them getting close, then throw a chain-quick-attack or jump attack in their face!
ibernate - Ability Overview

Effect: When activated, player goes into hibernation, is immune to ranged damage, and heals over time.
Targets: Self Mana: 90
Range: N/A Duration: Until user deactivates it or 12 sec
Cooldown: 25 sec Requires:

 

Eyes of the Bat

Places a Sentry bat at target location. The bat lasts for 5 minutes, or until destroyed (250 HP) and has a sight range of 75 meters. Polymorphed or cloaked enemy units will be revealed if they are within the sight range of the bat. Not only is it helpful for detecting cloaked units, it is also helpful for making the team aware of incomming enemies without the need for a friendly unit to be nearby.

  • Can be used to force the enemy to decide between wasting ammunition and/or time to kill the sentry bat or being monitored by your team.
  • Gives enemy players gold and experience for killing it. Because of this, it is best to place them in more hidden locations where they will not be so easily spotted.
  • Can be used as a distraction to attack an enemy from behind while he/she is attacking your bat.
Eyes of the Bat - Ability Overview

Effect: Places a sentry bat at target location which reviels cloaked or disguised units and allows team to see incomming enemies.
Targets: enemy players and structures Mana: 80
Range: 75 meters Duration: Until destroyed (250 HP) or 300 sec
Cooldown: 40 sec Requires: None