Wyrdhunter/Builds

Basic Tips **Suggested Builds** Class FAQThis part of the page provides you with a guide to playing and building the class. On the wiki we always strive to provide information as it is. However, with suggested build and guide it is different. This disclaimer is here to inform the reader that the author is not infallible and that the build and guide described here are not the end all, be all of builds but rather the author's informed opinion on the matter. Suggestions are welcome, just scroll down to the comment section and write out your thoughts. Now that that's out of way let's move on to the actual guide.

### Forewords

The gist of wyrdhunter is to deal lots of damages to enemy, ideally before they deal any to you, be it with big hits that deal lots of damages, or low hits that you can do lots of. Your fights shouldn't be very long, rather you should kill enemies, and feed on killed enemies to kill more, more easily.

This doesn't mean you shouldn't try to protect yourself though, but always judge what hits are "acceptable" and what hits are "livable with". Also don't forget to count in terms of what's reachable or not. I.e, avoiding a 40 damages hit is definitively a must. However, if that hit requires you to ALSO block 3 1 damages hits, then maybe it's better to take what's coming your way (also, don't forget stuns and some specific cards can come in handy there)

### General words about fights, your passive and your ultimate

Your ultimate has 2 big usages :

1. use it to finish an annoying mob before it can deal damages to you
2. use it for the sake of hitting, can be to make an enemy vulnerable, or to trigger a hit for some of your passives

Both can be VERY useful when timed properly, and beginners tend to focus on 1, when 2 can really take you out of troubles depending of the situation.

Concerning your passive, never let a vulnerability go to waste. As much as possible, you should aim to end your turn with 3 charges put on enemy, and deal the 4th hit on next turn along with SEVERAL other hits that'll use that vulnerability. (that is, early game. late game, your build could allow you to get several vulnerables stacked, which allow for an even bigger damage output).

Don't forget your hits charge your ultimate, so try to time it as precisely as possible. (i.e, if you want to use it to finish a low hp mob, try to use it as soon as it has the charges to do so, rather than fill it during your turn more than necessary,that would just be wasting ult charges)

### Cards and passives selection

#### Cards

You'll want both cards that deal lots of damage to enemies, as they synergize pretty well with your base ability (1E stance for + 100% damage next hit), and cards that hit lots of times / lots of enemies (i.e, anything with cleave, that target all enemies, or that can deal 3 or more hits), as they synergize well with your passive and your ultimate.

Don't refuse every stance cards though, the less damage you take, the better, and some stance can really help with that, but you'll most of the time prefer the most straightforward (i.e I rarely take any draw or stuff like that, but I do like the + block now and next turn, more block now and +1 card reduced cost next turn, etc.)

some chain cards can come in handy, but only provided you have a reasonable expectation you'll be able to use them with a chain of 2 or 3 cards before.

#### Passives

As for passives, grab those that increase your damage early on. Most of your fight shouldn't be very long, so the first turn / first hit passives can be pretty good. I'd advise taking them if and only if you have a 2E or preferrably 3E card to couple them with. On the first hit passives, note that it can sometimes be useful to NOT hit on first or maybe even 2 first turns (as long as enemies allow it) to draw the card that synergizes perfectly with that passive. This is quite useful when you still have blocks to play, plus your +100% damage next hit ability that can stack with itself.

Another category of passives that can be pretty strong are the passives that help with vulnerable. You'll spend lot of time making enemies vulnerables, especially if you grabbed lots of little but multi hits cards, so these passives can get along really well, and give you an overall easier time.

The last category of passive you'll want to deal with fights including lots of enemies, are the passives that trigger on enemy death. These passives are really great when facing lots of enemies as after you'll kill one, you'll hopefully have an easier time against the second, which will snowball on the 3rd etc. etc.

The per hit passives can be quite good, they synergize well with vulnerables passives, as they go well in the "lots of low hits" build. The last class of passives are all the block oriented ones, they're useful if you need some more durability VS brute damage output (but truth be told, I rarely use them, but other builds will probably use them)

Be aware that all these passives can both be used "inside their category" (that is taking these and no passive outside the category), but I found wyrdhunter shined when all of these were balanced. As it helped be less dependent of randomness, and get a good start AND a good continuation during fights. Also, the runestones can help a lot to either gain hits, regen health, or gain more damages early on during fights.