(All buffs and debuffs last for 3 rounds unless otherwise specified.)
Collect Bounty
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Melee
+0%
90
11%
+90% DMG vs Marked
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Mark for Death
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Ranged
-100%
130
Mark Target (4 rds) -30% Death Blow Resist (100% base)
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Come Hither
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Ranged
-80%
120
4%
Mark Target (2 rds) Pull 2 (100% base)
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Uppercut
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Melee
-67%
110
4%
Knockback 2 (100% base) Daze (1 rds) (100% base)
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Flashbang
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Ranged
-100%
110
-25 DODGE (100% base) Shuffle Single (100% base)
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Finish Him
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Melee
+0%
90
9%
+60% DMG vs Stunned +30% DMG vs Dazed +50% Death Blow Dealt Chance
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Caltrops
Range
Rank
Target
Damage
Accuracy
Crit mod
Effect
Self
Ranged
-90%
200
9%
Bleed (150% base) 2 pts/rd for 25 rds +5% Stress Taken (150% base)
Further levels
Level 2
Base
100
0
None
None
Level 3
Base
100
0
None
None
Level 4
Base
100
0
None
None
Level 5
Base
100
0
None
None
Sound
None
Limit:
1 Use per Battle
Tactical Analysis[ | ]
Using a Bounty Hunter[ | ]
Like with the main game, the Bounty Hunter is a flexible melee class that can operate from anywhere on position 1 to 3. This makes him very resilient to shuffles as he can still lay on hurt on the enemy except at the very back. His damage may be middling without Marks, but he is very effective in support with his ability to move enemy units into unfavorable positions. His Finish Him skill is particularly potent in delivering Deathblows, as it has a massive +50% Deathblow chance to ensure someone dies.
For a frontline Bounty Hunter, the skills of choice to use are frequently Uppercut and Come Hither for movement, Finish Him for elimination, and Collect Bounty to capitalize on his own marks from Come Hither. Mark for Death can help the rest of the team specialized over Marks, and can synergize with the Arbalest or Musketeer to give a massive net Deathblow bonus when assassinating the marked targets. Flashbang is a little less reliable for movement but is a last resort for Bounty Hunters found in position 3. Easy Trinkets to use include the Retarius' Net for improved movement and The Finisher to secure kills. These can be replaced with the Grappling Mitts and Heart Seeker respectively when unlocked. The Bounty Notice is also good if he's participating in a Mark team.
Note that Finish Him can capitalize on self-inflicted Dazes. If an enemy Flagellant just used their Redeem or Exsanguinate, an enemy Hellion her Breakthrough or Bleed Out, or an enemy Abomination just reverted from their Transformation, the Bounty Hunter can take the opportunity to cleave their health bars in twain. A post-FinaleJester is similarly vulnerable but would often be out of reach of Finish Him unless you've already eliminated an enemy.
The Infamous Visage opens up a possible role for the Bounty Hunter in a Stress team. Combine it with the Crimson Hook and the Bounty Hunter can inflict 18-20 Stress on anyone bleeding - use Caltrops for a widespread long-lasting Bleed and Stress Received debuff to increase this combo's efficiency. Be aware that the bleed and debuff are not permanent, and can be cured by an enemy Arbalest or Crusader.
Fighting against a Bounty Hunter[ | ]
If your team is vulnerable to movement, consider stunning the enemy Bounty Hunter or using Trinkets that provide Move resistance. You might also want to force him all the way to the back of the formation so that he can't use his melee attacks and is stuck with Come Hither.
If you do notice the enemy Bounty Hunter is designed for delivering Deathblows, denying him access to Finish Him is of great importance, especially if the rest of the team is putting out so much damage that your healers can't keep up. Try Dazing the enemy Bounty Hunter so that your healers can pull the party out of Death's Door and keep him from landing the finishing blow.