I’ve had a lot of success with three Hunters while testing in Rook and Queen lobbies, and because of this, I’ll be focusing on (3) Hunters in this Guide. The same setup and logic should be applicable for (6) Hunters as well, of course with some lineup adjustments.
This Build Matures at 7, at level 8 it can add additional 2-star Hunters/Warriors for damage or tankiness or appropriate 5-cost units to adjust for different matchups.
For the early game we can use Beastmaster as the third Hunter and possibly Drow + Abba for the (2) Undead bonus to help out with DPS.
This Build Matures at lvl7. At level 8 it can add an additional Naga, Undead units, or 5-cost legendaries according to the matchups.
This Build Matures at 7. At level 8 it can add an additional Naga. At level 9 we can add two Undead heroes for the (4) Undead armor reduction bonus, (6) Knights, or simply more 2-star Knights for a stronger front line.
Aim For 3-star Beastmaster and Drow.
This is when you should select your build according to early-mid game strength, availability (shop rolls), and absence of same build conflicts (i.e. other people aren’t going for the same units as you).
The goal in the early-mid game is to build a healthy economy via a winning streak if you are strong enough, or exchange life for gold by maintaining a losing streak. (Generally speaking, either of the two extremes tends to yield higher results on average)
The key in this stage is to upgrade potential units to 2★ for the win-stream and/or to save up gold with a more cost-efficient lineup for the loss streak!
Our build usually matures with (3) Hunters and decent tanks, having three or more 2★ units would be a good indicator.
We want to start saving at level 6 unless we’re riding a winning streak or we are maintaining a losing streak.
Winning Streak > Losing Streak > Potential of 2★ (or collecting pairs) > Staying on the correct level for unit rates (mainly for 1 and 2 cost unit upgrades) > HP
Drow, Beastmaster, Mirana, Windranger, Sniper, Medusa
Rating: Drow >= Beastmaster; Medusa > Windranger > Mirana > Sniper
(Note that all Hunter are compared on the same star level. It is a 1★ Medusa Vs 1 ★ Windranger in this example.)
These are the synergies that synchronize well with the (3) Hunters synergy in the early game.
Warriors: Kunkka, Doom, Tiny, Tusk, Axe, Jugg, Lycan, Mars
Elves: Anti-Mage, Treant
Goblins: Clock, Timber, Bounty, Tinker
Knights: Abba, Chaos Knights, Omni, Bat, Luna
Top 4-cost heroes: Lone, Necro, Medusa, Doom, Kunkka
Elementals: Razor + Tiny
Corner or Side Position: always adjust to allow 2★ Hunters to survive and deal the most damage.
Drow: Best unit for the Mask of Madness or its components, also best unit to have late game attack items once at 3★ (note that early-mid game attack damage items are given to units in order to deal 50 damage for max mana gain; refer to top 5 tips)
Beastmaster or other 2★ tanks – armor, Stout Shield, etc.
Windranger: attack damage and mana regen items.
Sniper: could also use Madness – the silence disables his ult, which helps him deal more attack damage (he sometimes tries to re-cast the ult after it gets canceled). Nonetheless, Drow still gets the Madness priority because you can get her to 3 Stars much easier and the attack speed will be a big DPS boost.
Medusa: Once 2★, you could sell Windranger for her mana items (no need to sell WR if there are no 2★ replacement units available).
This is the power spike phase for most players, where the top leaders want to maintain win streaks, and the losing streak players need to stop the HP bleed because the losses against mature lineups (Trolls, Mages, Warriors, Assassins, etc.) start to become very costly.
There are 4 Rounds between each PVE round. We should try to spend in the first 2 rounds after each PVE round, and save in the 2 rounds before the PVE round (unless we break the HP threshold of <30%)
E.g. Spend at round 21, 22, save at round 23, 24.
Currently, there are Knights, Assassins, and Mages almost in every match.
Most Builds Should be Level 8 at this stage in order to try to optimize and upgrade your lineup. On lvl 8 you have a higher chance to roll 4-cost units (Medusa), a chance of top roll 5-Cost Legendaries, and of course – more space for units on the board. The focus here is optimizing your lineup – optimal level, positioning, item, and unit choices.
Optimal Level for most Hunter Builds is lvl 8 or 9. For example, a familiar/popular build that needs level 9 to be optimal is 6 knights + 3 Dragons + 2 Undead, which means that with this lineup you need to try to reach lvl9 as a top priority (above e.g. searching for upgrades). The same applies for the various Hunter builds.
Mana Regen: Medusa, Necro, Tide, Kunkka
Attack Damage: Drow, Medusa
Tankiness Items: Beastmaster, Kunkka, Doom
When you’re fighting for the top spot you’d know what lineups you are fighting against. This allows you to make situational adjustments.
Corner Defensive, with Dusa positioned forward. She would have a hard time dealing 50 damage, it's better to take some damage from those non-bursty comps to let her cast her ult faster. Beware 3-star CK + Luna or 2-star Troll + Doom when they are positioned to snipe the Dusa.
Unit Choice: Enigma
Hunters deal predominantly physical damage, which means Enigma can help us deal crucial additional DPS which goes through the high armor of these comps.
Try to stay on the opposite end of the board – it helps us make use of our range advantage. Be as far away as possible from the AoE damage of the Dragons and Mages!
Have (2) Nagas. Even a Dragons lineup is magic damage heavy with Puck and Viper. For example, with (2) Nagas, Viper’s Strike does not kill most 2-star unit. This means it would charge the mana of the unit and let it cast it’s ultimate before it dies, while without the Nagas the Strike would usually kill its target before it casts.
Unit Choice: Disruptor, Enigma
lineups like tight formations, which makes them vulnerable to the AoE of Disruptor and
Enigma. Disruptor is especially valuable against Mages if he manages to get the
silence off before the mages get their first round of ults off.
Position units with disables like Kunkka, Tide, and Dusa forward, but allow units to tank evenly. Have units at the adjacent side of the control unit as “bodyguards”, avoid being focused fired, because the enemy Hunters can easily kill your control unit before it casts it’s ult. Try to abuse this mechanic yourself – position your hunters in front of the enemy control units to focus-fire them.
vs Hunters is a very fast matchup and if you manage to get your control off
before the enemy with a Hunters lineup, this will buy your unit a lot of time
to kill-off his units and practically win the round in a few seconds. Tide and
Kunkka are extremely valuable because of this (their AoE stuns). Moreover, Hunter
lineups love corner positioning, and all three units above punish it with their AoE.
Refer to the Positioning Guide vs Assassins. Have
some tanks in the backline. Surround key units like Dusa and three-star Drow to
make sure they don’t get focused down at the beginning of the fight. Enabling
your Medusa to cast her ult is game-breaking – Assassins are squishy and they
will face your lineup, which means the Medusa is likely to turn all of them to
stone if she casts the ult and to buy precious time for your damage-dealers to
kill the Assassins before they are able to reach them.
Unit Choice: Kunkka, Dusa, Techies
AoE control (Kunkka and Dusa) is crucial against Assassins – you need to provide your damage-dealers with time.
Kunkka is usually superior to Tide (despite the smaller AoE) because it’s much easier to upgrade him to two-stars, which makes him a lot tankier – 10 base armor, high HP, potentially the (3) Warriors buff. A one-star Tide dies to crits to Assassins very easily, and it’s much harder to upgrade him to two-stars.
Techies is also great because of two main reasons:
Thanks for reading! I hope you found this guide useful and enjoyable.
If you did, you can also check out the Auto Chess Strategies Tier List we did together with Matt!