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Hunter (TJ)

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Long War of the Chosen Main Page
Hunter
Hunter
Soldiers in the Hunter class are equally adept at both picking off enemies at long range and cleaving through approaching hostiles with a blade. ADVENT will never know what hit them.

Class Overview

The Hunter's unorthodox combination of sniper rifle and sword makes them deadly at any range. The Marksman path can execute devastating ambushes with First Strike and then vanish with Fade, while the Tracker can fight on the run with Snap Shot and Double Time while detecting enemies beyond line of sight with Tracking.

Weapons

Primary: Sniper Rifles

Secondary: Swords

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Snap Shot
* The soldier may now use the sniper rifle for standard shots after moving, but suffers extreme aim penalties at targets beyond 22 tiles range on those shots. * The soldier may not enter overwatch with the sniper rifle after moving. * Snap shot reduces close range penalties by 67% * Snap shot can be used for the following abilities: Chain Shot, Rapid Fire, Disabling Shot, Precision Shot, Deadeye
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Rampage Run Through Unyielding
Lance Corporal
Lance Corporal
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Shadowborn
* -33% detection radius while concealed. * +15 aim and crit with all shots from concealment.
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
Corporal
Corporal
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Fade
* Fade will let you use your First Strike bonus multiple times during a battle. * Concealment granted by Fade can also be broken normally. * Fade is a free action and has a 4 turn cooldown.
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
Sling Blade
* Has a 2 turn cooldown.
Throw an axe at a target. This attack does not automatically end the turn.
Sergeant
Sergeant
Lead The Target
*Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions. *The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire. *Lead The Target has a 3 turn cooldown.
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Staff Sergeant
Staff Sergeant
Bullseye
* Bullseye is good for weakening tough enemies while also dealing extra damage. * Bullseye applies -20 penalties to Aim, Defense, and Will that last until the end of the battle. * Bullseye has a 5 turn cooldown.
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown.
Quick Feet
Refunds one action point when you are revealed from concealment via your own action.
Refunds one action point when you are revealed from concealment via your own action.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
Tech Sergeant
Tech Sergeant
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Gunnery Sergeant
Gunnery Sergeant
Running On Empty
* Once per turn, if the soldier moves while out of ammo, reload 1 ammo.
Once per turn, if the soldier moves while out of ammo, reload 1 ammo.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Dervish
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Slice And Dice
* Has a 2 turn cooldown.
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
Deadcutter
* Has a TBD turn Cooldown. * Ignores sustain effects.
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Serial
*Serial is meant to chain enemy kills in a single action, as every kill is essentially free. *Every successful kill does result in a reduction to critical hit chance and damage, however. *Serial has a 7 turn cooldown.
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Aim
*The bonus granted by Aim can apply to any weapon shot.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Slash
*Attack an adjacent target with your sword. *Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Attack an adjacent target with your sword. Uses one action.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Stay On Target
* Removes the cooldown for the Lead The Target ability.
Removes the cooldown for the Lead The Target ability.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Alpha Mike Foxtrot
*You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon.
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Kidney Shank
* Dash to an Organic enemy unit and shank them in the kidneys. * Stuns for 2 Actions. * Only usable on Organic enemies. * 4 turn cooldown.
Dash to an Organic enemy unit and shank them in the kidneys. Stuns for 2 Actions.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Preservation
*When your concealment is broken, gain +15 defense for 2 turns.
When your concealment is broken, gain +15 defense for 2 turns.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
Advice
* Costs 1 action, does not end the turn. * Can be used on any ally within line of sight. * Raises chance to score a critical hit by 20%. * Provides an extra 10% bonus if used on the soldier's Bondmate. * Lasts 2 turns. * Has a 3 turn cooldown.
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Stiletto
* Bonus increases with the weapon tier.
Your weapon attacks pierce 2/3/4 additional points of armor.
Reaper
*Reaper has a 4 turn cooldown. *Reaper cannot be combined with Run and Gun. *As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks. *Each kill will reduce damage dealt by 3.
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
The Bigger They Are
* Enemies include, but are not limited to: Chryssalids, MECs, and Berserkers. * Passive.
Grants +15 bonus aim against targets that cannot take cover.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger once per turn.
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Hidden Reserves
* Once per mission, as a free action, set all your cooldowns on abilities back to zero.
Once per mission, as a free action, set all your cooldowns on abilities back to zero.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Run and Slice
* Move to and slice a target. Uses one action but can only be used once per turn. * The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 0 1 0 0 0
Aim
Aim
6 3 3 3 3 3 3 2
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 1 2 2 2 2
Aim
Aim
6 9 12 15 18 21 24 26
Will
Will
4 8 8 8 8 8 8 8

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound