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Huntsman
Uncommon High Elves Spirit Attack

Huntsman — guide

Telerian League
VerdictFodder
1/5
Speed100HP14370Defense595Attack1200
Clan Boss0.5
Hydra0.5
Chimera0.5
Arena0.5
Dungeons0.5
Hard dungeons0.5
Doom Tower0.5
Faction Wars0.5
Preliminary rating based on the champion’s skills. Will be refined with testing.
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Huntsman

In short

Huntsman is an Uncommon High Elves Attack champion with Spirit affinity. He never rises above 0.5 out of 5 in any content and sits at 1.0 overall: almost no control, no damage, no survivability. The build priority is simple — don't build him, feed him to champions you actually play.

Strengths

  • His one real asset is a chance to place Freeze for 1 turn with his second skill.
  • Booking the second skill reduces its cooldown by 1, so the control attempt comes up slightly more often.
  • As an Uncommon he drops often, so he can fill an empty slot in the very first days of a new account.
  • Spirit affinity is not a problem in most early dungeons, where there are no harsh affinity penalties.

Weaknesses

  • Low chances: 10% for a 15% Decrease SPD and 30% for Freeze — before books these rarely land.
  • 1200 ATK at 6★ means he deals no meaningful damage even in decent gear.
  • Single-target hits only, no AoE at all.
  • 14370 HP and 595 DEF — he folds to the first real hit in any dungeon.

Where to use

Honestly, nowhere. His ratings are 0.5 across the board, including Doom Tower and Faction Wars, where he theoretically could work as a budget control body. In Clan Boss, Hydra, Chimera, Arena and dungeons he loses to starter champions. The real use is food: level him up to rank up better heroes. The only other case is keeping him in the Vault to fill an empty Faction Wars slot on a brand-new account.

Stats and gear

The author gives no recommended sets, which makes sense. If you insist on gearing him, the order is: SPD (around 170–200), ACC (200+), then HP and DEF so he survives. Skip C.RATE and C.DMG — his base ATK is too low for crit to matter. Reasonable sets from general knowledge: Speed, Accuracy, Perception, so Freeze actually lands.

Masteries and blessings

There is no prepared mastery list, and spending scrolls on food is a waste. If you must: Attack and Support trees, picking up accuracy masteries for the control attempt plus a bit of survivability. Blessings on an Uncommon are pure resource burn — save them for champions you actually play.

Tombs

Don't spend Tomes here; early on they are your most valuable resource. If you absolutely have to: book the second skill (Freeze) first — it gives +20% chance and -1 cooldown, the only change that matters; leave the basic attack for last.

Verdict

The author's verdict is food, and it's hard to argue: even fully built, Huntsman stays a 1.0 champion.

Skills

Shackles

Attacks an enemy. Has a 10% chance of placing a 15% Decrease SPD debuff for 1 turn.
    Level 2 – Damage +5%.
    Level 3 – Damage +5%.
    Level 4 – Buff/Debuff Chance +5%.
    Level 5 – Buff/Debuff Chance +10%.

Chilling Arrow

Attacks an enemy, with a 30% chance of placing a [Freeze] debuff for 1 turn.
    Lvl 2 – Damage +5%.
    Lvl 3 – Damage +5%.
    Lvl 4 – Damage +10%.
    Lvl 5 – Buff/Debuff Chance +10%.
    Lvl 6 – Buff/Debuff Chance +10%.
    Lvl 7 – Cooldown -1.

Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Events and fusionsstay tuned

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