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PC Huntress 201 By Bramblepaw123 Version:Beta 1.3
 
95%
of this guide is complete.


Edited by: ForeverMaster

Huntress2Hands

(This guide was originally made for specifically beginner players of DD1).

Skilled in the art of ranged weaponry and deadly traps, the Huntress is a deadly addition to your team. Able to strike hard and fast, defeating enemies from a distance. She may also lie down traps, defenses set to trigger when any careless monster sets foot too close. Should you choose the Huntress to aid you on your quest, this guide serves to propel you forward in your adventure.

Weapons[]


The Huntress has access to several ranged weapon types, each with different effects: bows, guns, flamethrowers, grenade launchers, etc. All of her weapons are fully automatic; holding down the attack button will continuously fire shots at the weapon's maximum rate. They have a finite amount of ammo before they need to be reloaded.

When upgrading your Huntress's weapon for DPS/offense, increase the shots/second whenever you can until it's maxed out. Then raise the projectile speed if the shots are too slow for you.

The two and only Portal Guns are unlike any other Huntress item. They are only obtainable if you bought the game on Steam. Like the fundamental tool they are based on, from the Portal video game series, a Portal Gun allows you to create portals to teleport heroes, monsters, and projectiles across the map. The quiver serves as an energy meter that drains when both the blue and orange portals are active. They will close if you run out of energy. The gun's energy supply will refill when only one or neither portal is present. If you wish to upgrade your Portal Gun, expand its clip size (energy capacity).

Tower Breakdown[]

Traps are intangible defenses with a set amount of charges instead of a normal health bar. A trap detonates the moment a ground enemy enters its visible detonation/detection radius. It then has to recharge before it may trigger again. The defense will disappear once it runs out of charges. All trap types occupy three (3) Defense Units, except the Inferno Trap which needs 4 DU.

Traps start off relatively weak, but as you increase your Huntress' trap stats, they will usually last for entire waves without maintenance and are able to cover wide walkways or open terrain.

Proximity Mine TrapProximity Mine Trap

(Cost: 3 Defense Units, 40 Mana)

The most basic of the Huntress' traps, the Proximity Mine is one of the most deadly weapons at her disposal. The Proximity Mine explodes on enemies to deal physical/generic damage to all within its range; weaker enemies flinch. Monsters take less damage the farther they are from the trap's center.

This trap works best when many enemies are within the blast radius at once. If placed in front of towers, the Proximity Mine can stop Kobolds before they do major damage. It has the shortest reload time which may cause it to exhaust faster than other traps. Triggers can be conserved by decreasing the detection range (the Minus or Subtract key on PC) when placing the Proximity Mine.

Gas TrapGas Trap

(Cost: 3 DU, 30 Mana)

When activated, the Gas Trap produces a lingering cloud of poison that shuts down Djinn and several common ground enemies for its duration. How long the effect lasts depends on the trap's maximum charges. It does not affect, notably: enemies with an active poison affinity, ignited Kobolds, Spiders, Skeletons, Wyverns, Ogres and bosses.

The Gas Trap is super-valuable on Nightmare difficulty; it can stop Djinn from de-summoning defenses and Sharken preparing to push barricades. Beware that this trap needs a ground enemy to trigger it in order to shut down Djinn.

Inferno TrapInferno Trap

(Cost: 4 DU, 60 Mana)

The Inferno Trap is the second damage-dealing trap at the huntress' disposal. When a monster steps into this trap, the ground around it lights on fire, causing continuous damage over time. It does not damage enemies with a fire affinity.

This trap works very well on top of a Gas Trap to damage enemies equally for a longer period of time. It costs one less DU than the similar-purpose Electric Aura. Although, the area of effect for traps is usually smaller than a builder Monk's auras touching a Tower Buff Beam.

Darkness TrapDarkness Trap

(Cost: 3 DU, 70 Mana)

The Darkness Trap diverts any monsters' attention away from nearby players. When activated, monsters will pause and attempt to attack any player outside its range. The trap also eliminates elemental alignments permanently.

This trap is perfect for situations where too many elementally aligned monsters are seeping past your defenses. It is a cheaper alternative to the Strength Drain Aura to disable elemental immunities.

Ethereal Spike TrapEthereal Spike Trap

(Cost: 3 DU, 80 Mana)

The Ethereal Spike Trap is the last trap available to the Huntress. It is the only trap that can detect flying enemies (Wyverns, Djinn, Goblin Copters, etc). It hits a single target for massive lightning damage per activation; the closest opponent to the trap's center will be struck. Unlike the Proximity Mine, the damage dealt is not affected by distance.

This trap is best used against bulky monsters, such as Ogres and bosses. It is a good alternative to Deadly Striker Towers when Defense Units are needed for other towers or on maps that lack sufficient cover to protect the fragile mage towers.

Synergy with other towers[]

  • Gas Traps prevent Djinn from de-summoning towers, regardless of how little damage is dealt to the genie.
  • If a standard 3-aura stack (Ensnare, Electric, and Strength Drain) is not killing Spiders before they web a key tower, an Inferno Trap inside the auras will add to the damage-per-second.
  • Darkness Traps placed over or near enemy spawn points may allow Lightning Towers to get a jump on all monsters that come out, before they enter a Strength Drain Aura. This strategy is especially useful on Nightmare to aggro Ogres otherwise immune to the lightning.
  • An Ethereal Spike Trap covering a wall or group of minions can speed up the killing of hugging/attacking Ogres by a good amount.

Huntress Skills/Abilities[]


InvisibilityInvisibility

(15 Mana to activate, drains mana overtime, 4-second cooldown)

Invisibility allows the Huntress to hide from the sight of non-boss monsters excluding Dark Elf Warriors. This enables her to build traps, manage defenses or attack with little fear of being targeted. The higher this ability's stat is (left slot), the slower the rate it drains mana increases while active.

Invisibility does NOT stop the Huntress from taking damage. In PvP, the ability will stop most monsters from attacking her, but the opposing players can still see her.

Piercing ShotPiercing Shot

(40 Mana per use, 3-second cool down)

Piercing Shot is an ethereal move that passes through all monsters and terrain. Its high damage is calculated by multiplying the Huntress weapon's base damage by the multipliers from Hero Damage and this ability's stat (right slot). The shot deals generic damage, regardless of the weapon it is fired from. This allows her to greatly damage enemies immune to elemental-only weapons.

The velocity of this piercing projectile is fixed and relatively slow. It is difficult to land on moving targets far away. Piercing Shot is most effective against enemies in a straight line. It can also take out Dark Elf Mages hiding behind other monsters or walls, as well as hit enemies who got stuck inside closed spaces.

Solo Strategies[]


The ways to conquer your foes are as limitless as your foes are in number. As such, it is always best to experiment to see what best fits the level, difficulty, game type, as well as your own personal play-style. Should you still need help, here are some simple basic strategies to get you started.


Trap Overlay

Huntress_101_Basic_Trap_Setup

Huntress 101 Basic Trap Setup

As the name suggests, simply overlay the traps. Simply place the trap or traps you want to be activated first slightly in front of the rest.

Huntress_101-Playing_with_Allies

Huntress 101-Playing with Allies

Using Multiple Heroes

One does not have to merely fight hordes of monsters on their own. In fact, many of the strongest heroes are stronger because of their friends. If your Huntress is struggling to tackle challenges on her own, it is best to add the power of the other heroes. When you first start out, you do not need to have every hero you can find, the four basic heroes will do. While one hero may be limited, the possibilities of four separate heroes (or more if you choose to purchase DLC Heroes) are impossible to summarize in a simple guide. Once again, while I will show you an example or two, do not hesitate to experiment on your own.

F.A.Q. (Fabricated Asked Questions)[]


Q: Can you provide a detailed chart for [insert stat here]?

A: Unfortunately, no. To be perfectly honest, I have no clue how to gather this data. Besides, this is meant to be a beginners guide to help new players start out and to prepare them for the game ahead.

Q: What is the best weapon to use?

A: Try going for high attack, high level, and high DPS guns. Sorry, I can't be more specific than that. The best weapon to use depends on what DLC you have and whatever may be the flavor of the month. (Unless I'm mistaken, the addition of 100+ level weapons have leveled the playing field a little)

Q: Why didn't you include such and such strategy?

A: Because I probably didn't know it. XP If you know of a good strategy, feel free to post it. I'l gladly add it to the guide, with credit given of course. :)

Q: Help! I just got the Shards DLC and I don't know how to progress with my Huntress!

A: The first thing to do is try the first Shard Level. If you find yourself squashed, head on over to the previous survival mode levels. Thankfully, since Trendy added the ability to jump back in the same wave you left off/had to leave at, survival has become much easier to tackle. (and you don't have to do it all in one sitting!) Once you grinded and leveled better gear, you should be ready to tackle the DLC!

Any tips or suggestions? Feel free to post them below and I'll get to them the best I can! Thank you for reading my guide!

Ranger (Male Counterpart)[]

150px-Ranger

In contrast to the Huntress' agility and her below-average health, the Ranger is a slower hard-hitting attacker who can take a bruising. He is better suited for DPS rather than building defenses.

Abilities[]

Invisibility Field (30 Mana to activate, drains mana overtime, ##-second cooldown)[]

Invisibility Field cloaks the Ranger and both allies AND defenses around him, turning them invisible from all non-boss enemies, barring Dark Elf Warriors. However, it drains mana very quickly at an exponential rate which cannot be slowed. It also has ## times (#x) the cooldown of the Huntress' invisibility. The stat for this ability (left slot) affects the radius of the field.

This area of effect invisibility may disrupt aggro-dependent builds which often rely on turning Ogres away from cores. Enemies will immediately lose their aggro on a defense the moment it turns invisible. Stay away from physical defenses that need to hold the Ogres' attention when your Invisibility Field is active.

Piercing Spreadshot (50 Mana per use, 4-second cooldown)[]

Three ethereal birds are released instead of one -- to hit through multiple lanes of enemies. The shots deal less damage individually than the Huntress' single shot. Against a single target, this ability does more damage if all three birds land, though it requires the Ranger to fire the spreadshot at close range.

Costumes[]

The Eleven Ranger, the Huntress' mother, has significantly more health, though she moves slower than her daughter. The mother's "Super Legendary" variant grants even more health and a 20% damage boost, at the cost of even less speed. The Super Legendary Huntress' stats are more in-line with those of the Ranger hero class, making her a decent alternative for her more focused abilities.

Similarly, the Ranger's Tuxedo costume reduces speed to increase damage and health. Tuxedo Ranger is excellent at camping around defenses to unleash his superior damage output onto Ogres and bosses.

Dungeon Defenders Redux[]

CyclopsIcon
Redux Only Content
Information on this page or section is specific to DD1 Redux for PC.
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The Huntress learns a new trap and offensive skill in Redux. Her damage-dealing traps from Vanilla have been buffed too, especially the Ethereal Spike.

Oil Trap (80 Mana, 4 Defense Units)[]

This trap functions the same as a Proximity Mine, except for that it covers non-boss enemies in oil for a modest amount of time. The Oil Trap does less than half the damage of a Proximity Mine in exchange for the utility it brings. Oiled enemies take up to 50% more fire damage, based solely on the Traptress's Defense Damage and hits its potency cap at 6.3k. This benefits Fireball Towers, Inferno Traps and SAM Units, as well as flamethrowers and several hero abilities to melt enemies without an active fire immunity. The oil can stack with spider webs for a total of 3.0x damage onto Ogres and other vulnerable targets.

It is important to mention the effectiveness of this trap against Harbingers. They typically stop in place to attack from far away, often outside the range of Spider and Spider Queen Minions. Since traps are non-physical defenses and thus cannot be attacked (aside from Djinn choosing to de-summon them), Harbingers will ignore Oil Traps and be marked to take increased fire damage if caught in the explosion radius. Killing Harbs faster reduces the risk of one getting too close to support heroes (ex: a Summoner with Guardian pets) and electrocuting them. On the other hand, placing Oil Traps further away from ranged minions and/or Gas Traps makes them more susceptible to be removed by a bulky Djinn.

Dark Shot (200 Mana, 15-second cooldown)[]

A variation of Piercing Shot, Dark Shot is a single arrow that does high void damage (as in nothing is immune to it) and debuffs enemies hit, bosses included. It causes them to take up to 40% more damage and deal 40% less damage for the duration. This ability scales with Hero Damage and the Base Damage of the Huntress's/Ranger's weapon; the Dark Shot's secondary effect caps at ~5,700 Hero Damage.

Tips/Notes[]

Hotkey/Hotbar Suggestions[]

*Modifications to the default hotkeys are italicized.

Traptress
6 7 8 9 0
Proximity Mine Trap Gas Trap Inferno Trap Oil Trap Ethereal Spike Trap
1 2 3 4 5
Heal Self Invisibility Sell Defense Repair Defense Upgrade Defense
Traptress (Range Focus)
6 7 8 9 0
"Detonate Traps" Gas Trap Gas Trap Oil Trap Darkness Trap
1 2 3 4 5
Heal Self Invisibility Sell Defense Repair Defense Upgrade Defense
DPS Huntress/Ranger
6 7 8 9 0
"Detonate Traps" Invisibility Invisibility Darkness Trap Sell Defense
1 2 3 4 5
Heal Self Dark Shot Piercing Shot Repair Defense Upgrade Defense
  • Traps have several similarities to auras:
    • Both are non-physical hero defenses; they do not have collision. Djinn are the only enemy type that can remove traps and auras directly.
    • They both have a circular area of effect.
    • A trap cannot be placed where its detection range overlaps another trap of the same type. However, a Jester with less tower range than the builder Huntress can later move the traps to make them intersect.
    • Their detection radius can be resized with the +/- keys (on PC) during placement.
  • Different to auras, bigger traps have to be summoned further away from Eternia Crystals, even if the activation range is down-scaled. Though after deployment, a Jester can move them closer to cores if his/her tower range is less than the builder's stat.
  • Although traps (except Ethereal Spikes) do not detect aerial enemies, they can still affect them.
  • An unfortunate inconvenience: players cannot easily observe the statistics of other defenses a trap encompasses.
  • All heroes can detonate traps manually when looking at one up close. This action can be binded to a numeric hotkey to trigger them in an instant.
  • While Gas Traps can render Djinn helpless, the enemy can still de-summon them. This may occur if the trap's area of effect is not big enough or no hero or ground enemy triggers it. A Trap Radius stat of 3,000 will suffice to prevent the first case on flat terrain.
  • Buff beams, Monk Guardians, Expansive Polybii and the Initiate's Remote Defense Boost may only extend the detection range of traps, NOT their area of effect.
  • Gas, Darkness and Oil Traps receive negligible boosts from a buff beam. The beam only increases their detection radius and recharging speed. Oil Traps are not meant to deal direct damage.
  • On sloped or uneven terrain, traps may not always get boosted by a buff beam over the edge of their detection radius. The steeper the ground is, the closer the beam must to be to the trap's center in order to boost it.
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