The Midnight Suns has a special breed of a hunter called ” The Hunter,” possessing unique and powerful abilities, and it sets her apart from other heroes. Her skills and abilities are unparalleled in the hunter world, allowing her to take on any foe or challenge. In this guide, I’ll tell you everything about The Hunter’s Skills and Abilities in Midnight Suns.
The Hunter Skills and Abilities
What makes “The Hunter” so particular is that the hero is fully customizable. This means players can change it to fit their play style and preferences. This character excels in healing and support and can drown enemies correctly. However, it all depends on how you handle this character.
“The Hunter” is customizable, but I recommend adding them to your party as the healer. This is because only a limited number of heroes have magic healing properties, and “The Hunter” is one of them. Additionally, it will cost her zero Heroism. However, you cannot simply use it for some action in the battle; you need to balance the character’s abilities so that they can access the perfect balance of powerful moves and healing magic. After doing this, you can be assured you have created a terminator.
You can choose to be on the light or dark side in “The Hunter.” Light attacks are dealt with if you choose the lighter path, and vice versa for darkness. The great thing is that you’re not locked into one area of the spectrum; you can shift whenever desired.
No | Name of the Card | Type of Card | Card Description | Heroism Required |
1 | Bladestorm (Neutral) | (Ultimate)AOE Attack | Damage and Forceful Knockback of each enemy in an area. | 4 |
2 | Quick Slash (Neutral) | Quick Attack | Quick | |
3 | Slash (Neutral) | Attack | Forceful knockback | |
4 | Charge (Neutral) | Attack | Forceful knockback | |
5 | Heal (Light) | Support | Restore [randomized amount] of health | |
6 | Holy Spark (Light) | Support / Quick Attack | Damage an enemy or cure an ally | |
7 | Whip (Dark) | (Heroic)Attack | Knockback in any direction. Discard a random card | 1 |
8 | Fortify (Neutral) | Support | Gain 1 counter and [randomized amount] of the block. | |
9 | Holy Burst (Light) | (Heroic)Support / AOE Attack | Damage each enemy and restore [randomized amount] of health to each ally in an area. | 2 |
10 | Holy Gift (Light) | Buff | The next Hunter card played is not discarded | |
11 | Merciless (Dark) | Buff | If the target has Stun, + [randomized amount] of damage | |
12 | Summon Charlie (Neutral) | Support | Summon Charlie for 2 turns. Draw 2 Charlie cards. | 4 |
13 | Morning Star (Light) | Buff | Give All Morning Star cards [randomized amount] of damage. | |
14 | Fury (Neutral) | (Heroic)Attack | Apply 1 Vulnerable | 2 |
15 | Guarding Strike (Neutral) | (Heroic)Support | While in hand, gain [randomized amount] of block each turn | 1 |
16 | Patience (Neutral) | (Heroic)Attack | While in hand, reduce the cost of this card by 1 each turn. | 6 (lowers each turn) |
17 | Wrath (Neutral) | Buff | Give Hunter cards in hand critical. All Hunter cards are critical when drawn for the next 2 turns. | |
18 | Deadly Ground (Neutral) | Attack | Summon a Light and Dark explosive from the ground. | |
19 | Mindbender (Dark) | Attack | Target an enemy. They attack their nearest ally. | |
20 | Call to Arms (Light) | Support | Double all Heroism gains for 2 turns. | |
21 | Dark Blessing (Dark) | Buff | Upgrade all cards in your hand until they’re played or discarded. Hunter takes [randomized amount] of damage | |
22 | Guarding Strike (Neutral) | (Heroic)Attack | While in hand, gain [randomized amount] of the block every turn | 1 |
23 | Inspire (Light) | Buff | Change the cost of a random Heroic card in your hand to 0. | |
24 | Bands of Fire (Light) | (Heroic)Attack | Knockback in any direction. | 1 |
That’s all we have for now, but before you go, here are some more Midnight Suns guides you may like: