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“He deals BIG damage up close - not so much at range. What he lacks in accuracy, he makes up for with his impressively bushy eyebrows.”

The Hunter is an Epic card that is unlocked from the Hog Mountain (Arena 10). It spawns a single-target, air-targeting, medium-ranged, ground troop with moderate hitpoints and very high damage. The Hunter launches an attack that shoots 10 shotgun shells that travels in random directions with a widespread range, giving him higher damage the closer he is to the target. A Hunter card costs 4 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The Hunter is able to take care of swarms when placed at a distance, and can quickly damage down high-hitpoint units when placed right next to them, having slightly more damage than a P.E.K.K.A. when all his bullets connect. However, although he has slightly more health than units of identical Elixir cost like the Musketeer and the Electro Wizard, he will still be taken down fairly quickly by support troops in a push due to his low range and attack pattern forcing him to be played near the front. Distraction units like Skeletons and mini tanks like the Ice Golem complement him very well, buying him considerable time to get his powerful burst shots off for a cheap cost.
  • The Prince is a hard counter to a lone Hunter, being able to counter it defensively or offensively whether he has his charge attack or not thanks to his health pool and his melee attack having a longer range than most others, meaning that the Prince will not take much damage after countering it. However, a Hunter paired with Skeletons, Ice Spirit, or Electro Spirit can fully counter a Prince on the player's side. If Skeletons are used, the Hunter can be deployed closer to the Prince, allowing it to defeat the Prince without taking damage. This makes it stronger on the counterattack.
  • One on one, he can neutralize a lot of mini tanks and building-targeting units; against a Hog Rider, he will at most only let it hit the Crown Tower once before defeating it. He can usually take three or four hits from a mini tank before being defeated, and he has enough health to survive a single strike from a P.E.K.K.A., provided that the two cards are of the same level.
  • A lone Hunter can be surrounded with swarm units such as the Skeletons or Bats to counter him, since he can only shoot in one direction at once and has a fairly slow attack speed.
  • As the Hunter's shotgun shoots multiple projectiles, he can counter troops with shields relatively well, since each bullet is an individual hit. When the shield's health is depleted by some of the bullets, the damage from the rest of the bullets will dig into the unit's actual health.
  • Ranged units such as the Musketeer, Baby Dragon and Wizard are good counters to the Hunter since they do not get close enough for the Hunter to deal significant damage to them. However, the Hunter will destroy these troops extremely fast if he is deployed right on top of them.
  • He is a fairly reliable counter to the Graveyard, since he can one-shot the spawned Skeletons with each pellet and can survive an equivalent level Poison spell. However, the varied spawn locations of the Skeletons can cause him to be inconsistent as the spawning order of his bullets is also random, possibly making him miss more of his bullet shots. Additionally, as the spell's duration goes on, he will walk towards the center of the Graveyard and be vulnerable to being surrounded.
  • He can counter a Goblin Barrel placed on the center of a Crown Tower entirely without any damage if he is placed directly behind the Crown Tower before the barrel lands. However, the timing for this needs to be precise; the Hunter's deploy timer should finish the moment the Goblins stop being pushed out to the sides of the tower. Otherwise, the Hunter may not shoot straight ahead, causing some of his bullets to miss.
  • An Ice Spirit is sufficient to distract the Hunter long enough for the Crown Tower to finish him off.
  • The Hunter pairs very well with the Fisherman, as the Fisherman pulls units towards the Hunter, allowing the Hunter to maximize his damage easily. This combo can defeat many singular units on defense, but can be defended with swarms like a Skeleton Army or units with high enough burst damage, like a Sparky.
  • Though the Hunter is very powerful on defense, he deals little damage towards opposing Crown Towers due to rarely, if ever, getting close to them. However, charging units such as the Battle Ram can actually push him close to the Crown Tower if placed directly behind the Hunter, though this combo is very impractical at 8 Elixir.
  • When defending against a Hunter, the player should try not to place their counter too close to the Tower at an angle, as some of the Hunter's bullets could hit a Crown Tower and deal substantial chip damage.
  • When using a melee troop to defend against a lone Hunter, the player should not place the countering unit directly in front of the Hunter, as his high damage up close can result in the unit taking more damage than necessary. Instead, the melee unit should be placed at a distance so that the Tower has time to chip down the Hunter, and so that the Hunter's first shot is spread out, and deals less damage to the melee unit. However, if the Hunter is already locked onto a Crown Tower, it may be more valuable to place the melee unit directly in front of the Hunter to soak all of the damage.
  • The Hunter is a good counter to Balloon, if you place him early enough. He will land one full shot which will cripple the Balloon, and the Tower can finish it off. Then you can use the Hunter for a counter-push if you want. However, the Balloon death bomb will damage the tower and possibly the Hunter too. Also, beware of spells that might accompany the Balloon.
  • The Hunter is a good counter to Lava Hound, as he can quickly burst it down. If placed far back enough, he can also defeat the Lava Pups without any major Tower damage.
  • The Magic Archer synergizes well with the Hunter. The Hunter is excellent at beating short range threats to the Magic Archer while the Magic Archer deals a lot of damage to long range threats to the Hunter. However, beware of spells that could be used against the duo.
  • Spells that can knockback the Hunter such as The Log and Giant Snowball can be used against the Hunter to knock him further from his target, dealing less damage with each attack. They can also reset the windup time of his attack. On top of that, the Giant Snowball slows down his already slow attack.
    • A Giant Snowball along with the Crown Tower is enough to stop the Hunter on your side. The knockback and slow are enough to prevent him from attacking the Crown Tower before dying.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Projectile Range
Radius
Projectile Speed
Speed
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
4 2.2 sec Medium (60) 1 sec 4 6.5 550 Air & Ground x1 Ground Troop Epic
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
6 524 53 x10 (530) 240
7 576 58 x10 (580) 263
8 634 64 x10 (640) 290
9 696 70 x10 (700) 318
10 765 77 x10 (770) 350
11 838 84 x10 (840) 381
12 922 93 x10 (930) 422
13 1,011 102 x10 (1,020) 463
14 1,110 112 x10 (1,120) 509
15 1,220 123 x10 (1,230) 559

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 180,000 Damage to enemy Troops or buildings 20 Hunter cards
75 XP
2 Deal a total of 540,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 910,000 Damage to enemy Troops or buildings 150 Gem
75 XP
Troop Destroyer
Troop Destroyer
1 Destroy 490 enemy Troops 9,000 Gold
125 XP
2 Destroy 1,400 enemy Troops 20 Epic Wild Card
125 XP
3 Destroy 2,450 enemy Troops 15,000 Gold
125 XP

History[]

2017

2018

  • On 24/1/2018, a Balance Update, decreased the Hunter's range to 4 tiles (from 5 tiles) and slightly decreased his bullet spread.
  • On 25/4/2018, the Clan Wars Update, fixed a bug where the Hunter could not hit targets on top of him.
  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Hunter from Jungle Arena to Goblin Stadium.
  • On 5/9/2018, the September 2018 Update, changed it so that Epic cards start at Level 6 and end at Level 13 (from 1 to 8).

2019

2021

  • On 30/3/2021, the 2021 Quarter 1 Update, increased the Hunter's first attack time interval to 1.1 seconds (from 0.7 seconds).
  • On 7/6/2021, the Summer 2021 Update, moved the Arena to unlock the Hunter from Goblin Stadium to Hog Mountain.
  • On 6/9/2021, the 2021 Quarter 3 Update, decreased the Hunter's first attack time interval to 0.9 seconds (from 1.1 seconds).
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

  • On 3/2/2022, a Balance Update, decreased the Hunter's first attack time interval to 0.8 seconds (from 0.9 seconds).

2023

Gallery[]

Trivia[]

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